Ambrosia Garden Archive
    • Wormholes and hypergates


      I'm trying to create a spöb that looks like a hypergate (the animation plays when you go to land on it, but not continuously) but functions like a wormhole (no map window pops up for you to select destination). Is this reasonably possible? By the way, it will only have one destination (which is why I don't want the map window to pop up). It should be similar to Star trek: Deep Space 9's wormhole.

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    • Yep. Set it up as a wormhole with one destination. Set the Graphic RID to point at the spďn with your new opening animation. Set the Custom PICT field to be the frame number in the spďn where the animation repeats from.

      That should do it for you.

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    • So, via the custom pict field, I can control whether it looks like a wormhole or a hypergate?

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    • Quote

      Originally posted by Katana:
      **I'm trying to create a spöb that looks like a hypergate (the animation plays when you go to land on it, but not continuously) but functions like a wormhole (no map window pops up for you to select destination). Is this reasonably possible? By the way, it will only have one destination (which is why I don't want the map window to pop up). It should be similar to Star trek: Deep Space 9's wormhole.

      **

      I'm not sure that this is possible, as there is no "traffic control" for wormholes and thus no opportunity to play an animation when you are approaching one. Your best alternative would be to have a continuously-animating wormhole with a single exit.

      mcb

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    • Quote

      Originally posted by mburch:
      **I'm not sure that this is possible, as there is no "traffic control" for wormholes and thus no opportunity to play an animation when you are approaching one. Your best alternative would be to have a continuously-animating wormhole with a single exit.

      mcb

      **

      Hmm, well is it possible to make a hypergate that doesn't display the destination screen? or am I just wishing for a new feature?

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    • Wouldn't "traffic control" be associated more with the inhabited/uninhabited status than with the hypergate/wormhole type?

      If that's the case, it doesn't really help for your situation (without seemly slightly odd). In order to have the animation work properly, the spob will have to respond to landing requests with the standard "Landing request received. Begin approach." stuff, which would be the odd part coming from an actual wormhole.

      It doesn't sound like the engine is capable of the exact behavior you're looking for. It's close, but not quite.

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    • Sorry to bring back an older topic; this problem has been bugging me and I think I came up with at least something that creates "a hypergate that doesn't display the destination screen"..

      First, you would create a new spöb, which uses the "hypergate" graphic- however, instead of flagging it as a hypergate, also create a mďsn resource that has a 100% chance of occurring in that spöb's main spaceport. This mďsn would be auto-accepting, auto-aborting, and use both the "absquatulate" and "move" functions... So as soon as the player lands, a dialog comes up describing the player's entrance into the wormhole. After clicking "Okay", the player is absquatulated to blankety-blank system, where another spöb working the same way could be placed. If you added a large graphic of the interior of the wormhole, it could obscure the planetary dialog completely, making the spöb even more wormhole-like.

      Would this work, Katana?

      -K

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    • Kate: Will this cause the Hypergate animations to play properly / when they're supposed to? If it isn't flagged as a Hypergate, I'm not certain that it will handle spöb animations as it would for a "real" Hypergate.

      It will also lead to a gate / wormhole that takes you a day (Depending on the ship) to travel through. If you're using a mission dësc to describe the flight through, you might be able to explain it there.

      If I understand the way the Mxxx and Nxxx commands work, either the destination gate needs to be the first item in the system, or it needs to be at the same (x,y) coordinates in the new system as the origin gate was in the old.

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    • Edit: oops should've read your post more carefully

      (This message has been edited by Starbridge42 (edited 07-10-2003).)

    • Quote

      Originally posted by Eugene Chin:
      Kate: Will this cause the Hypergate animations to play properly / when they're supposed to? If it isn't flagged as a Hypergate, I'm not certain that it will handle spöb animations as it would for a "real" Hypergate.

      As long as the spöb is inhabited and thus has traffic control, it should work fine, according to what I've read in the rest of the topic.. I haven't actually tested this, though, due to business with my own plug..

      Quote

      Originally pposted by Eugene Chin:
      It will also lead to a gate / wormhole that takes you a day (Depending on the ship) to travel through. If you're using a mission dësc to describe the flight through, you might be able to explain it there.

      Unless Katana is planning on using it in a timed mission situation, it shouldn't be a problem.. and even then, it can be compensated for.. Not to mention easy to explain.

      Quote

      Originally posted by Eugene Chin:
      If I understand the way the Mxxx and Nxxx commands work, either the destination gate needs to be the first item in the system, or it needs to be at the same (x,y) coordinates in the new system as the origin gate was in the old.

      That shouldn't really be a problem either.. If Nxxx is used, the gate can just be placed at the same x and y- the only problem here would be that the system configurrations might look uncannily familiar, in which case Nav1 will have to be put at a non (0,0) location for one of them.

      -K

      P.S. My hundredth post! Happy me!

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