You need to "activate" the gates, they aren't turned on by default. I think either Setup.xml or Setup_Gamestarts.xml under the md folder, has some code you can look at that uses <set_object_active> to turn on the gates.
Clownmug wrote:You need to "activate" the gates, they aren't turned on by default. I think either Setup.xml or Setup_Gamestarts.xml under the md folder, has some code you can look at that uses <set_object_active> to turn on the gates.
well the setup_gamestarts.xml Im using has this already on
Clownmug wrote:You need to "activate" the gates, they aren't turned on by default. I think either Setup.xml or Setup_Gamestarts.xml under the md folder, has some code you can look at that uses <set_object_active> to turn on the gates.
well the setup_gamestarts.xml Im using has this already on
Ok, I can't check at the moment, but if you look at that Setup.xml file you'll find the "Open_Jumpgates_Lib" cue and it will show the method to activate gates.
Clownmug wrote:You need to "activate" the gates, they aren't turned on by default. I think either Setup.xml or Setup_Gamestarts.xml under the md folder, has some code you can look at that uses <set_object_active> to turn on the gates.
well the setup_gamestarts.xml Im using has this already on
Ok, I can't check at the moment, but if you look at that Setup.xml file you'll find the "Open_Jumpgates_Lib" cue and it will show the method to activate gates.
with this Code you activate All Gates in the whole Universe - even if they are not supposed to open yet (for example ones usually opened during the Plot). You should look for your Gate only and activate it instead. For example by first searching for a Zone ang then looking in this Zone/Space for the Gate you want to activate:
<!-- Activate first Gate -->
<find_zone name="$Zone" space="player.galaxy" macro="macro.******ZONE MACRO NAME******"/>
<find_object name="$Gates" class="class.gate" multiple="true" space="$Zone"/>
<set_object_active object="$Gate" activate="true"/>
<!-- Activate Gate linked to the first one -->
<find_zone name="$Zone" space="player.galaxy" macro="macro.******ZONE MACRO NAME******"/>
<find_object name="$Gates" class="class.gate" multiple="true" space="$Zone"/>
<set_object_active object="$Gate" activate="true"/>
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
UniTrader wrote:with this Code you activate All Gates in the whole Universe - even if they are not supposed to open yet (for example ones usually opened during the Plot). You should look for your Gate only and activate it instead. For example by first searching for a Zone ang then looking in this Zone/Space for the Gate you want to activate:
<!-- Activate first Gate -->
<find_zone name="$Zone" space="player.galaxy" macro="macro.******ZONE MACRO NAME******"/>
<find_object name="$Gates" class="class.gate" multiple="true" space="$Zone"/>
<set_object_active object="$Gate" activate="true"/>
<!-- Activate Gate linked to the first one -->
<find_zone name="$Zone" space="player.galaxy" macro="macro.******ZONE MACRO NAME******"/>
<find_object name="$Gates" class="class.gate" multiple="true" space="$Zone"/>
<set_object_active object="$Gate" activate="true"/>
Okay thanks! I'll replace that tonight
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