Pace (haldora), on Apr 16 2005, 10:13 AM, said:
Hm I'll tell you what: in Arpia 2 there is a sort of solution. Simple, yet powerful. Hidden in the shadows (wink wink nudge nudge, say no more!).
Guy, your solution doesn't make it disappear into nothingness Arpia 2's does
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Does Arpia 2's solution by any chance involve changing VisBits in the OnDestroy field, and then Nxxxing the player into the now-visible system, which happens to be missing a hypergate?
Hold that thought- if you had the hypergate's OnDestroy field start a mission that creates a self-destructing ship, you could insert a delay so that you could watch the spectacular explosion of a dying hypergate.
The ship would have 0 armor, and a DeathDelay longer than the explosion. In the mission's OnShipDone field, you change the VisBits and Nxxx the player to the new system (the OnShipDone field only fires when the last special ship finishes blowing up). If you wanted to, you could put the VisBit swap in the hypergate's OnDestroy field. I don't think it matters, though.
Also, you'd have to come up with some way to get the ship that destroyed the hypergate to appear in the new system. Or you could put in an OnShipDone message to the effect that the attacking ship is no longer in the system (pehaps with a text selection bit for whether or not it has been destroyed?).
Anyway, even if that isn't Arpia's solution, it should work to remove the hypergate from the radar, as well as from the screen. I make no guarentees, though.