Ambrosia Garden Archive
    • Question regarding hypergates


      I'm starting a TC based on Babylon 5. I don't know if it'll ever be playable (in fact, I'll probably get bored with it long before that), but its something to do.

      In any case, I'm trying to use a somewhat unique setup----travel mostly involves hyperspace. So when you reach Sol Sector in hyperspace, there should be three hypergates to choose from---one to Earth, one to Mars, and one to Io. The thing is, whenever I go to one of them I have options to jump to all three places from that one gate, despite it not being coded that way. Now, it does seem to work correctly if I make them wormholes instead, but that raises other problems.

      Two questions----is it possible to have multiple hypergates in the same syst with unique destinations? And is there a desc I can change so that it doesn't say "You're moving too quickly to enter this hypergate/wormhole", but instead substitutes "Jumpgate"?

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    • Quote

      Originally posted by Lindley:
      And is there a desc I can change so that it doesn't say "You're moving too quickly to enter this hypergate/wormhole", but instead substitutes "Jumpgate"?

      I'm not sure about your first question, but I think if you check through the STR# resources (I'm not sure offhand whether the one you want is in a data file or the application file) there should be one that contains all such game strings; just copy it into your plug-in and modify all the strings containing the word "hypergate" to say "jumpgate".

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    • Quote

      Originally posted by Lindley:
      whenever I go to one of them I have options to jump to all three places from that one gate, despite it not being coded that way.

      It sounds to me like all the jumpgates/hypergates actually are connected to all three places - you should check the gate spobs' Hyperlink1-8 fields, to make sure that each one links to only one other gate, and that those gates only link back to the right gate.

      Quote

      Originally posted by Lindley:
      is it possible to have multiple hypergates in the same syst with unique destinations?

      It should definately be - if it isn't, I'd say that you've found a bug.

      Kidglove

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    • STR# 2002 "misc strings", in Nova Data 5 (Nova Files Folder), contains the strings David is talking about.

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    • ^Well, looks like I might've found a bug, then. Each gate only has one hyperlink field active. Thanks for the string info, though.

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    • Quote

      Originally posted by Lindley:
      ^Well, looks like I might've found a bug, then. Each gate only has one hyperlink field active. Thanks for the string info, though.

      Wait for 1.0.4. <cryptic grin>

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    • Oh, one other thing. When the hypergate is closed, its fine. But when it opens, the animation keeps repeating instead of having it just stay open. I can't figure out which setting to change for it to work right. (Needless to say, if I set it as a wormhole, it doesn't that constantly, not waiting for me to signal it).

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    • Quote

      Originally posted by Lindley:
      Oh, one other thing. When the hypergate is closed, its fine. But when it opens, the animation keeps repeating instead of having it just stay open. I can't figure out which setting to change for it to work right. (Needless to say, if I set it as a wormhole, it doesn't that constantly, not waiting for me to signal it).

      Ok, I'm guessing here, but it's a guess based on a bit of experimentation.

      In your jumpgate spob, there is a 'Cust. PICT' field. For an animating spob, I think this indicates the frame where the repeating portion of the animation starts. For a standard hypergate, it's set to 37 which would make frames 37 through 42 of the hypergate opening animation repeat.

      Try that and see what happens.

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      (This message has been edited by Slagblah (edited 01-25-2003).)

    • ^Thanks, that seems to have worked.

      Regarding the bug I mentioned earlier: When I "land" on a hypergate, it offers me the choice of jumping to any of the three nearby planets. However, only one of the links actually works, so the only real problem is that it offers more than it can deliver. Kinda like M$.

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    • That's a simple fix. Rename it MS Hypergate 2.0.4 2003 Edition.

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    • Quote

      Originally posted by Lindley:
      **I'm starting a TC based on Babylon 5. I don't know if it'll ever be playable (in fact, I'll probably get bored with it long before that), but its something to do.

      In any case, I'm trying to use a somewhat unique setup----travel mostly involves hyperspace. So when you reach Sol Sector in hyperspace, there should be three hypergates to choose from---one to Earth, one to Mars, and one to Io. The thing is, whenever I go to one of them I have options to jump to all three places from that one gate, despite it not being coded that way. Now, it does seem to work correctly if I make them wormholes instead, but that raises other problems.

      Two questions----is it possible to have multiple hypergates in the same syst with unique destinations? And is there a desc I can change so that it doesn't say "You're moving too quickly to enter this hypergate/wormhole", but instead substitutes "Jumpgate"?

      **

      Yup...that is a problem. Something that the Nova designers probably won't fix since they thought each system would have a max of 1 hypergate (my guessing--I can't read minds).

      You can look at my attempt at a B5 plug: (url="http://"http://www.ece.ucdavis.edu/~gethigh/B5_Plug_Preview_1.sit")http://www.ece.ucdav...g_Preview_1.sit(/url)

      I have done quite a bit on it from the version you see there. I've finished tweaking all the Earth ships, and have done most of the desc's on them--I've even added some more cargo-type ships. I'm still not done with working on EA space though (you can probably tell). I think it can give you some ideas on how to do your plug.

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    • Quote

      Originally posted by getcrack4me:
      Yup...that is a problem. Something that the Nova designers probably won't fix since they thought each system would have a max of 1 hypergate (my guessing--I can't read minds).

      Like I said before: wait for version 1.0.4. <double cryptic grin>

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    • Quote

      Originally posted by getcrack4me:
      **Yup...that is a problem. Something that the Nova designers probably won't fix since they thought each system would have a max of 1 hypergate (my guessing--I can't read minds).

      You can look at my attempt at a B5 plug: http://www.ece.ucdav...g_Preview_1.sit

      I have done quite a bit on it from the version you see there. I've finished tweaking all the Earth ships, and have done most of the desc's on them--I've even added some more cargo-type ships. I'm still not done with working on EA space though (you can probably tell). I think it can give you some ideas on how to do your plug.

      **

      I tried it out; after I jumped out of the first system, the hypergate in the next one was denied to me. And with no fuel, I was kinda stuck. I may look at it more later, though. Do you have many original graphics? If so, I may want to talk to you more----graphics are just about the only part of my plug which I'm fairly sure I won't be able to do myself.

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    • Oh, one more question. Is there a graphical syst editor, either out or almost done? I can deal with working in pure coordinates for spobs, but laying out a complex universe will be next to impossible without a graphical editor.

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    • Quote

      Originally posted by Lindley:
      **Oh, one more question. Is there a graphical syst editor, either out or almost done? I can deal with working in pure coordinates for spobs, but laying out a complex universe will be next to impossible without a graphical editor.

      **

      There may be some comming out soon, but currently none are availible.

      BTW, the only systems that have a working system for hypergating are around the Terran system. Also, once your in another system you'll have to land on a becon/station/planet to get jumpgate access. In addition, the ships cost zero credits so you can buy a bigger ship and add a jump engine and fusion reactors.

      P.S. I have no intention of doing graphics since that isn't my thing (I have no photoshop, Bryce, Strata, etc.).

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      Three Rings for the Elven-kings under the sky,
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      Nine for Mortal Men doomed to die,
      One for the Dark Lord on his dark throne

      (This message has been edited by getcrack4me (edited 01-25-2003).)

    • Quote

      Originally posted by Lindley:
      Oh, one more question. Is there a graphical syst editor, either out or almost done?

      The latter.

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      David Arthur
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    • ^Thanks.

      I lied, I'm afraid. I have yet another question, but I hope this will be the last for awhile.

      The EVN bible says that gravity messes up the AI. To what extent is that true? I'm thinking of giving some gravity to gas giants, and perhaps then making them deadly (to match the B5 episode "Messages from Earth").

      As I have it now, Jupiter is rather far away from the only port in the system, Io. When you take off, there's a slight pull towards Jupiter, but a single thruster burn is enough to put you in orbit rather then hitting it and dying. Would that level of gravity significantly confuse the AI, or will it be able to deal with it?

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    • Quote

      Originally posted by Lindley:
      Would that level of gravity significantly confuse the AI, or will it be able to deal with it?

      Don't take this the wrong way, but I suggest that you try to find that out yourself. That's what trial and error is for. 😉

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      (This message has been edited by EVula (edited 01-26-2003).)

    • ^Oh, I will. Its just that right now, I haven't designed any dudes yet. I'd prefer not to set up my galaxy one way, and then have to change a significant part of it.

      But, based on the fact that you haven't said "NO! DON'T DO IT!", I'm going to guess that it'll work well enough.

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    • Quote

      Originally posted by Lindley:
      **^Oh, I will. Its just that right now, I haven't designed any dudes yet. I'd prefer not to set up my galaxy one way, and then have to change a significant part of it.

      But, based on the fact that you haven't said "NO! DON'T DO IT!", I'm going to guess that it'll work well enough.

      **

      The AI isn't confused by gravity, per se. Instead, it just ignores gravity (gravity still affects the ships, but they act as if it isn't there at all). As suggested above, trial-and-error is the best method in this regard. An easy idea would be to copy a few Nova düdes and try it out.

      Slagblah: Are you a beta-tester or something? I didn't think you were... Or have you had a little discussion with the developers? 😉 😉

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