Activating a inactive gate
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- Posts: 19
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Activating a inactive gate
How would you go about activating a inactive gate between 2 dlcs i turned off the gate between antigone and seg and want to use a md script to activate it is it possible?
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Re: Activating a inactive gate
Yes, that is possible. We had this topic nearly a year ago: viewtopic.php?f=181&t=454245&p=5178735#p5178735.
So you need to know your gate macro and you have to define a condition. Almost anything is possible. Completed plot/story, research, a killed enemy. What ever. https://wiki.egosoft.com:1337/X%20Rebir ... Conditions (X:Rebirth MD is same as X4).
So you need to know your gate macro and you have to define a condition. Almost anything is possible. Completed plot/story, research, a killed enemy. What ever. https://wiki.egosoft.com:1337/X%20Rebir ... Conditions (X:Rebirth MD is same as X4).
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- Posts: 19
- Joined: Wed, 8. Apr 20, 21:08
Re: Activating a inactive gate
sprIder wrote: ↑Fri, 14. Jun 24, 14:14 Yes, that is possible. We had this topic nearly a year ago: viewtopic.php?f=181&t=454245&p=5178735#p5178735.
So you need to know your gate macro and you have to define a condition. Almost anything is possible. Completed plot/story, research, a killed enemy. What ever. https://wiki.egosoft.com:1337/X%20Rebir ... Conditions (X:Rebirth MD is same as X4).
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<mdscript name="GS_Xepocalypse" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<cues>
<cue name="Start" namespace="this" >
<conditions>
<event_cue_signalled cue="md.Setup.Start" />
</conditions>
<actions>
<debug_text text="'Starting Xepocalypse gamestart'"/>
</actions>
</cue>
<cue name="xenonwar_States" namespace="this" version="1">
<conditions>
<event_universe_generated />
<check_value value="player.galaxy.macro == macro.xu_ep2_universe_macro" comment="only in main-galaxy" />
</conditions>
<actions>
<find_sector macro="macro.cluster_28_Sector001_macro" space="player.galaxy" name="$AntigoneSector" />
<find_sector macro="macro.cluster_113_Sector001_macro" space="player.galaxy" extension="'ego_dlc_terran'" required="true" name="$SegarisSector" />
<!--
<find_highway name="$SoDHighways" space="$SoDSector" multiple="true" />
<do_for_each name="$highway" in="$SoDHighways">
<set_object_active object="$highway" activate="false" />
</do_for_each>-->
<!-- Find Gates -->
<find_gate name="$AntigoneGates" multiple="true" space="$AntigoneSector" />
<do_for_each name="$g" in="$AntigoneGates">
<do_if value=" ($g.exit.exists) and ($g.exit.sector == $SegarisSector)">
<set_value name="$Segaris_AntigoneGate" exact="$g.exit" />
<set_value name="$Antigone_SegarisGate" exact="$g" />
</do_if>
</do_for_each>
<remove_value name="$AntigoneGates" />
<debug_text text="'Found Antigone Gates'" filter="savegame"/>
<find_gate name="$SegarisGates" multiple="true" space="$SegarisSector" active="false" />
<do_for_each name="$g" in="$SegarisGates">
<do_if value=" ($g.exit.exists) and ($g.exit.sector == $AntigoneSector)">
<set_value name="$Segaris_AntigoneGate" exact="$g" />
<set_value name="$Antigone_SegarisGate" exact="$g.exit" />
</do_if>
</do_for_each>
<remove_value name="$SegarisGates" />
<debug_text text="'Found Segaris Gates'" filter="savegame"/>
</actions>
</cue>
<cue name="Activate_Gate" version="1"><conditions>
<check_any>
<event_cue_completed cue="Start" />
<event_cue_completed cue="Game_Loaded" />
</check_any>
<check_value value="player.galaxy.macro.ismacro.{macro.xu_ep2_universe_macro}" comment="only in main-galaxy" />
</conditions>
<delay exact="30s" comment="Give the game more than enough time to set up x4ep1_mentor_subscription" />
<actions>
<do_if value="$Segaris_AntigoneGate_S1?">
<destroy_object object="$Segaris_AntigoneGate_S1"/>
</do_if>
<create_object name="$Segaris_AntigoneGate_S1" sector="$Segaris_AntigoneGate.sector" macro="macro.landmarks_gen_gatestation_01_stage_01_macro" owner="faction.terran">
<position object="$Segaris_AntigoneGate" x="0m" y="0" z="0"/>
<rotation value="$Segaris_AntigoneGate.rotation"/>
</create_object>
</actions>
</cue>
</cues>
</mdscript>
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- Posts: 1638
- Joined: Wed, 15. Nov 06, 10:21
Re: Activating a inactive gate
Not at the pc now so just an hint, did you see in the boron dlc's md? I added some more inactive gates that get opened at stages of the plot by simply replicating the scripts that are in setup_dlc_boron or boron_story, don't remember which one. You find the added md in my xrsge mod.