Nexus Modding > Scripting

Jump gates

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Mularac:
Unfortunately, I only figured out how to add jump gates to a mission in a campaign-level scripting, not modification level. But I'll post it anyway.

Let's say we want to add the scoratus-noah delta gate, then all you have to do is add this line at the top, right below the "deflocation" line.


--- Code: ---addLocation "gate_Scoratus_Delta"

--- End code ---

Then, at the bottom, outside of the RULES block, add this:


--- Code: ---POSITIONS
NexusGate "gate_Scoratus_Delta"  13876 -5510 -12246
END

--- End code ---

But as I've just said this method only seems to work in a campaign level scripting.

The_Small_Time_Modder:
So your saying that this will only work if you are creating your own campaign, or could it also work in the nexus skirmisher in SP settings?  ???

i really appreciate the replies!  :)

Mularac:
As far as I can tell, only with your own campaign.

The_Small_Time_Modder:
I was just scrounging around and ran into this... you might want to check to see if this works Mularac.... it came from the pluto mission in the normal campaign!


--- Code: ---FLEETENTRY 1
Gate -38252 -7141 -50870  0.864 0.097 0.494
END

--- End code ---

This might be part of the puzzle right here....  :o

Mularac:
No, fleetentries (though they are related to jumpgates) are different things. They can be used in a regular mod, as it will mean a fleet comming out of a jump similarly like the ones on mp do.

It works like this:


--- Code: ---
JumpInShips(incoming,1); //Where "incoming" is the identifier of a list and "1" is the index of a fleetentry or jumpgate.


--- End code ---

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