Nexus Modding > Scripting
Jump gates
The_Small_Time_Modder:
Oh.... well darn i thought i had something... :(
Have you found anything new? im kind of scrounging around myself...
I noticed those .nexus files in the _00 DAT file have the names of the gates in the campaign, do you think it could be possible to create MORE of these .nexus files? If not, be able to include them in a mission script if you extract them?
The_Small_Time_Modder:
I think i had a revelation over this topic! :o
I remembered a slice of coding similar to that of the coding that had to do with the pluto gate, except it was slightly different.
POSITIONS
//Ship "ship_Master" 0 -300 40000 7 23 135
Ship "ship_Master" 18000 1200 13900 180 0 0
Ship "ship_Killer_1" 0 -700 20700 180 0 0
Ship "ship_Killer_2" 600 700 21700 180 0 0
Ship "ship_Killer_3" -600 700 21700 180 0 0
Ship "ship_Hunter_1" 0 700 23200 180 0 0
Ship "ship_Hunter_2" 400 -400 22700 180 0 0
Ship "ship_Hunter_3" -400 -400 22700 180 0 0
Ship "ship_AngelwingC" -7995 177 34275 180 0 0
NexusGate "gate_Noah_Delta" -16067 337 -8100
END
this came from "the chase" mission by the way...
Im starting to doubt these suckers are hard-coded, and im about to explain why and/or how...
Firstly, if all this editable coding REGARDING the wormholes wasnt present, THEN i would suspect its hard-coded, but this stuff is here. So how could it be hard-coded if they're evidently placing it and naming it?
Second problem with it being Hard-coded into the system, as i stated earlier, apparently there is some type of file format SOMETHING related to these things are tucked away in.
If you look into the _00.DAT file, you'd see a file labeled 'Nexii'. This file contains the names of every single pair of wormhole gates in the regular campaign. Their format is '.nexus' so it has to be readable by wordpad (which i JUST found out they ARE!!!), BUT this is the BIG picture of this puzzle... these nexus files are what CONNECT each of the wormholes! So, using this information, we could easily create a NEXUS file based off of the ones provided in the main campaign.
Also, these nexus files contain each GATE, which we can also code into, say, a custom system, such as my Arcturus system. I could connect arcturus, and another of my custom systems, Ouroboros, together using this type of file.
heres an example, i pulled out the alpha nexus, which connects the sol system to the noah system
--- Code: ---Name "nex_Alpha"
Color 1 1 1
Background 0.68 0.91 0.97 0.76 0.63 0.69 0.75 0.27
NumStars 5000
Gravity 50
Damaging 50
GATE
Parent "astfld_Pluto"
Name "gate_Sol_Alpha"
Secret 150
SemiMajorAxisKM 112.63
MeanAnomaly 52.9651
Radius 4E-007
PosInNexus -42983 -15257 -28785
END
GATE
Parent "Noah VIIb"
Name "gate_Noah_Alpha"
SemiMajorAxisKM 13325.3
Eccentricity 0.35
Inclination 28.4824
AscendingNode 148.821
ArgOfPericenter 334.907
MeanAnomaly 243.749
Radius 0
PosInNexus 26293 -25227 -11315
END
--- End code ---
Now, how did they put the wormhole model into the scene? this i am not quite sure, but i think what i put in earlier is linked to it....
Here it is again, if you are not sure what im talking about.
--- Code: ---FLEETENTRY 1
Gate -38252 -7141 -50870 0.864 0.097 0.494
END
--- End code ---
I also found this in the same mission file, this has to be connected with the .nexus file somehow...
--- Code: ---MISSION 16
Name "name_16"
StoryMission 1 6
DefLocation "astfld_Pluto"
AddLocation "fleet_Player"
AddLocation "gate_Sol_Alpha"
--- End code ---
If someone can figure out how to add a gate in the solar system editor (code wise, im sure its similar to the code i just highlighted in red) Im sure that would unlock our little mystery here, and we'll be able to POSSIBLY use these in the skirmishers SP settings.
OR
We create a whole new version of the wormhole for the skirmisher, im sure theres coding somewhere that has to do with the ones that appear in multiplayer (when you send ships in to the scene) that we could base them off of.
Mularac:
Like I've said, it's not hardcoded, I've actually meddled with it quite a lot in my latest mod, but only for campaign-related coding.
When coding a campaign a lot of features are made available that you wouldn't have access to in the regular mod environment, like fleets and also wormholes (well, I could be wrong, but I've yet to found a way arround that)
What you're showing here is very close to the thruth.
The nexus files are located in the folder named nexii, and then added to a mission via the addlocation command (which is only available in campaign coding AFAIK). If you want to place the gate to a different location then you can use the positions block like this, as you've shown:
POSITIONS
NexusGate "gate_Noah_Delta" -16067 337 -8100
END
The fleetentry, however, it's a whole different thing and that CAN be used in the regular modding environment. Ships coming out will do so with an effect similar, if not identical, to the "short" jumps of the white cruisers, seen in the campaign.
The_Small_Time_Modder:
yeah, my last post was a little shaky since i was discovering things while i was typing it up, but yeah. I wanted to post it up before i forgot it! :P
Anyway, back into focus.
1- have you at least tried using the POSITIONS code in a mod mission?
2- what exactly did any errors you encountered say?
3- on a side note, how would you go about creating your own campaign?
Mularac:
It won't work, because the files in the nexii folder are not parsed by the regular mod's compilator, so the information regarding jumpgates are not taken into consideration by the game, therefore the line addLocation "<gate>" is moot. And since that doesn't work, adding it on the POSITION block is pointless.
and 3: don't. Not until you have way more experience with the nexus modding language first. Coding in campaign level can be very frustrating since most of it is not documented and there are little to no error messages.
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