Nexus Modding > Scripting
Jump gates
Mularac:
For the record, I'm not trying to modify them or anything, I just want them included in a mission (regular nexus ships and all)
And Geo... you may be onto somthing here. I'm quite positive that the B5 mod had modded both the IP drives AND the wormholes... I'll take a look at their code.
EDIT: Damn... the Jump gate code on the B5 was a bit of a hack on itself... no relation whatsoever with Nexus' wormholes.
Mularac:
Well, I think I was right, the only way to reproduce them is in Campaign-level coding. But, lucky for me, I AM developing in a campaing level environment :P
However, I have a problem now. The JumpGates appear in the center of coordinates and I don't have the slightest as to how to move them or even select them... any ideas?
Arparso:
They appear in the center of the mission? Why not just move everything else away from there?
For selection, try:
--- Code: ---Select(1, S.Gate);
--- End code ---
Mularac:
Got it. All you have to do is add this to the bottom, just above the entities section:
--- Code: ---POSITION
NexusGate "<your gate>" <x> <y> <z>
END
--- End code ---
The_Small_Time_Modder:
--- Quote from: Mularac on August 22, 2011, 23:02:38 ---The JumpGates appear in the center of coordinates and I don't have the slightest as to how to move them or even select them... any ideas?
--- End quote ---
Hey guys! Just recently registered, ive been modding a few missions myself, the count is eleven by now, thanks to aparso's skirmisher program, kudos to him for that extremely handy program! ;D
Anywho, Mularac, how exactly did you code the creation of that jump gate? ive been trying to figure that out for a few weeks and these posts are getting SO close to the answer im looking for, thanks! :)
Edit: I just remembered this, if anyone knows how to code so that the AI ship (a vardrag Explorer) uses the gate disruptor i have equipped on it on the gate, i'd gladly appreciate it, thanks!
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