Script for activating gates under circumstances
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Script for activating gates under circumstances
I'd like to add new sectors in my XRSGE mod that will be populated by the Borons. But I wish to make them opening only after the plot is completed, as for Kingdom End.
Can someone points me to the code I've to watch? I've seen in the dlc's md but could not see/understand the part about gates reactivating.
Thank you
Can someone points me to the code I've to watch? I've seen in the dlc's md but could not see/understand the part about gates reactivating.
Thank you
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Re: Script for activating gates under circumstances
To my best knowledge there is no (script) way to activate a gate (or highway). However, I had a quick look and am pretty sure that (during the cutscene) the inactive gate is destroyed and replaced by an active gate.
Cheers Euclid
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: Script for activating gates under circumstances
set_object_active
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Re: Script for activating gates under circumstances
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: Script for activating gates under circumstances
In addition: \extensions\ego_dlc_split\maps\xu_ep2_universe\dlc4_zones.xml line 407 and following:
The counterpart / gate 425To411 at line 1225 f.
implicates, that this gate is inactive and needs to be activated. Via the code from DeadAir.
From \extensions\ego_dlc_split\md\story_split.xml (lines 66 f and 1306):
It seems to be somehow similar with the boron DlC. You can find inactive gates in \extensions\ego_dlc_boron\maps\xu_ep2_universe\dlc_boron_zones.xml
But it also seems that in the code of the Boron Plot the "research gate" is destroyed and replaced by a "normal" one, as euclid said, see \extensions\ego_dlc_boron\md\story_boron.xml line 2500 and following.
Code: Select all
<macro name="Zone002_Cluster_411_Sector001_macro" class="zone">
<component ref="standardzone" />
<connections>
<connection name="connection_ClusterGate411To425" ref="gates">
<offset>
<position x="-1822.0482177734" y="0" z="40999.6484375" />
<quaternion qx="0" qy="-0.9762960076" qz="0" qw="-0.2164396197" />
</offset>
<macro ref="props_gates_orb_accelerator_02_macro" connection="space" >
<properties>
<state active="false" />
</properties>
</macro>
</connection>
</connections>
</macro>
Code: Select all
<state active="false" />
From \extensions\ego_dlc_split\md\story_split.xml (lines 66 f and 1306):
Code: Select all
<find_sector name="$HeartOfAcrimonySector" macro="macro.Cluster_411_Sector001_macro" required="true" comment="not the Boneyard"/>
..
<find_gate name="$FuneralGate" accelerator="true" space="$HeartOfAcrimonySector"/>
...
<set_object_active object="$FuneralGate" activate="true"/>
But it also seems that in the code of the Boron Plot the "research gate" is destroyed and replaced by a "normal" one, as euclid said, see \extensions\ego_dlc_boron\md\story_boron.xml line 2500 and following.
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Re: Script for activating gates under circumstances
Oooh i did not know they created a gate in md. I wonder if they finally made a way for us to do gate connections on the fly or if it still requires hard coding priorsprIder wrote: ↑Mon, 24. Apr 23, 18:02 In addition: \extensions\ego_dlc_split\maps\xu_ep2_universe\dlc4_zones.xml line 407 and following:
The counterpart / gate 425To411 at line 1225 f.Code: Select all
<macro name="Zone002_Cluster_411_Sector001_macro" class="zone"> <component ref="standardzone" /> <connections> <connection name="connection_ClusterGate411To425" ref="gates"> <offset> <position x="-1822.0482177734" y="0" z="40999.6484375" /> <quaternion qx="0" qy="-0.9762960076" qz="0" qw="-0.2164396197" /> </offset> <macro ref="props_gates_orb_accelerator_02_macro" connection="space" > <properties> <state active="false" /> </properties> </macro> </connection> </connections> </macro>
implicates, that this gate is inactive and needs to be activated. Via the code from DeadAir.Code: Select all
<state active="false" />
From \extensions\ego_dlc_split\md\story_split.xml (lines 66 f and 1306):It seems to be somehow similar with the boron DlC. You can find inactive gates in \extensions\ego_dlc_boron\maps\xu_ep2_universe\dlc_boron_zones.xmlCode: Select all
<find_sector name="$HeartOfAcrimonySector" macro="macro.Cluster_411_Sector001_macro" required="true" comment="not the Boneyard"/> .. <find_gate name="$FuneralGate" accelerator="true" space="$HeartOfAcrimonySector"/> ... <set_object_active object="$FuneralGate" activate="true"/>
But it also seems that in the code of the Boron Plot the "research gate" is destroyed and replaced by a "normal" one, as euclid said, see \extensions\ego_dlc_boron\md\story_boron.xml line 2500 and following.
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Re: Script for activating gates under circumstances
Unfortunately not

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- Joined: Fri, 25. Jan 19, 03:26