Why??? Darn you Eridani!

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ThePrivateer
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So, I'm working on adding to my GodMod (see below), but I've hit a snag.

I want to add a second stargate to Eridani, that will go to Elysium, but I also want it to be just an Extension, so it is a mod, not an overhaul/adventure like Hell's Trinity.

I copied>pasted Eridani.xml into my file and then added these lines of code:

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<SystemTopology>
<Node ID="SE" rootNode="true">
    <System 
	name=			"Eridani"
	level=			"1"
	attributes=		"newBeyond"
	>
	<System UNID="&ssStartonEridani;"/>
	</System>

	<StarGates>
	<StarGate Name="Outbound" DestID="C1" DestGate="Inbound"/>
	<StarGate Name="Elysium" DestID="Elysium" DestGate="Inbound"/>
	</StarGates>
</Node>
</SystemTopology>
I added the above just before the definition for the Eridani system.
Then, I added this to the Domina station placement:

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<Siblings radiusInc="12">						
<Group>							
<Station type="&stSistersOfDomina;"/>
<Siblings radiusInc="8">
<Marker objName="Start"/>
</Siblings>

<!-- I added this below -->
<Siblings count="1" radiusInc="15">
<Stargate objName="Elysium" type="&stStargate;" />
</Siblings>

<!-- -->
</Group>
</Siblings>
So, in theory, a stargate to elysium should pop up right near the domina station.....but nothing happens.

So what's going wrong? I'm on 1.03, the mod is version 1.0.

Any help is appreciated....
sdw195
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its very hard (almost impossible) to add gates/systems in mods as i found out with adding a gate to (spoiler) censored content removed :P so you might have to over write the vanilla AdventureDesc ( &adPart1Desc; ) (which would make your mod a Adventure :? ) or make a Adventure like the one your doing
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Prophet
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Here's your problem.

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<StarGate Name="Elysium" DestID="Elysium" DestGate="Inbound"/
>

There is no gate in Elysium named "inbound", try "start"

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 <StarGate Name="Elysium" DestID="Elysium" DestGate="Start"/>
That might work, but I can't promise anything
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ThePrivateer
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Prophet wrote:

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 <StarGate Name="Elysium" DestID="Elysium" DestGate="Start"/>
That might work, but I can't promise anything
Didn't work :(

I'll ditch that idea for now and just work on giving the player a new toy to play with and a ridiculously powered up weapon. :wink:

Thanks for the help though. :)
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Prophet
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Well, you could spawn a gate similar to how it's done for the huaramarca gate or just toss a script into a useable item, which is the super easy way.

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<Invoke>
  (objGateTo gPlayerShip "Elysium" "Start")
</Invoke>
8-)
Coming soon: The Syrtian War adventure mod!
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Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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Prophet wrote:Well, you could spawn a gate similar to how it's done for the huaramarca gate

i dont think that will work, i tried it for tng in a mod and i think a guy called Prophet_01 on the rc channel said that we can't do that without making an Adventure
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Aury
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ThePrivateer wrote:and a ridiculously powered up weapon. :wink:
Ugh, a god modded weapon?
At /least/ make it use onFire scripts or something fancy like that. Otherwise it probably won't be allowed on xelerus.
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ThePrivateer
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Prophet wrote:Well, you could spawn a gate similar to how it's done for the huaramarca gate or just toss a script into a useable item, which is the super easy way.

Code: Select all

<Invoke>
  (objGateTo gPlayerShip "Elysium" "Start")
</Invoke>
8-)
Just realised I may as well have used one of those special gem-things that does the same thing. :oops:

Thanks for the code snippet though, I might use that in an actual device the player installs (that lets you jump to St-Kt's or something)

And Wolfy, the game isn't just about a big weapon, it has super ships and with this new content I'm adding, you'll get insane amounts of cash, the ability to purchase "not for sale" items, super mining stuff, and more.
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So... a godmod pack?
Ok, that's... more understandable.
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ThePrivateer
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Wolfy wrote:So... a godmod pack?
Ok, that's... more understandable.
Exactly. Check the link. So far, its just the three god ships, as I'm busy at the moment, but I've already got some new weapons and mod ships in my source code.
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Prophet
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Feel free to borrow any code you like from my god mod ship or if there's any scripts you need/want post the request here on in IRC.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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ThePrivateer
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Prophet wrote:Feel free to borrow any code you like from my god mod ship or if there's any scripts you need/want post the request here on in IRC.
Thanks Prophet!

I don't think I'd need too much from your mod, because mine isn't neccessarily an "invincible" mod, but I did pick up a few code hints. ;)

I loved getting all those friendly ships in one spot and blowing them up! :twisted:

As I mentioned above, my mod is going to be more about exploiting some of Transcendence's secrets -- NotForSale weapons, buying and selling at insane prices, putting enormous weapons on tiny ships and making a "Pilgrim" ship that has full Domina powers, but no weapons.

Edit: Actually, Prophet, I'll just borrow a code snippet to change the Player's initial Domina rating. I'll put in a line of code giving you credit ;)
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