Gates OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Thargoid
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Gates OXP

Post by Thargoid »

As we've had enough negativity around here of late, I thought it time for something a bit more positive, or at least for a quick escape.

So as seen in brief preview elsewhere, allow me to introduce Gates OXP. This adds pairs of in-system jump gates to suitable tech (8+) and Govt (Commie or better) systems. For a small fee of 250Cr, you can jump instantly from the locality of the main station to/from the witchpoint area.

Three different gate versions can be encountered, including the (rare) captured and reprogrammed alien gate that people seemed to like. (If you want to see it more, just re-jig the role weightings in the shipdata.plist).

One point of caution is that it currently may not work on all versions of trunk 1.74. On my old build under WinXP it gives a script error, but it works for other people. Oh and as with the Fuel Stations, it doesn't like unmodified Caddies and other ships using sub-ents with quaternion 0 0 0 0 - they explode).

- = = Download Gates OXP here = = -

PS Basic license is share-alike, but with a few restrictions I'm afraid. This is going to be my generic license from now on for all my OXPs where it can be applied.
Last edited by Thargoid on Thu Jul 21, 2011 7:34 pm, edited 1 time in total.
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pagroove
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Post by pagroove »

Gr8 Downloading here... 8)
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Post by Tivva »

Sounds fine to me T
d/l will let you know how it goes
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Post by Thargoid »

For reference, the 1.74 "issue" relates to this discussion and associated bug.

The work-around is quite simple, but I don't want to put it in yet as officially the OXP isn't designed for 1.74 (yet), and my policy is to do OXPs for the current (and where possible previous) test releases, and not to try and hit the moving target known as trunk.
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Post by Chrisfs »

Sounds neat. If they are far enough apart, the time saving potential for passenger servcie could be immense. :)
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Post by Chrisfs »

Ok, it's different than I expected. I thought it was a gate to from one system to another that is considerably more than 7yr away in one jump. It's from witchpoint to station.

Chrisfs wrote:
Sounds neat. If they are far enough apart, the time saving potential for passenger servcie could be immense. :)
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Killer Wolf
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Post by Killer Wolf »

uh yeah, he kinda said that in his post :-/
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Post by Thargoid »

Chrisfs wrote:
Ok, it's different than I expected. I thought it was a gate to from one system to another that is considerably more than 7yr away in one jump. It's from witchpoint to station.
Like the man says, look at my first post:
Thargoid wrote:
This adds pairs of in-system jump gates to suitable tech (8+) and Govt (Commie or better) systems. For a small fee of 250Cr, you can jump instantly from the locality of the main station to/from the witchpoint area.
What you were expecting isn't actually possible, as you can't (yet) move the player between systems. And certainly not more than 7 ly, that is a definite no-no for game-breaking (or not) purposes.
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Post by drew »

Not sure if I like the idea of downloading a 'Gates' OXP onto my ubuntu box... :lol:

Cheers,

Drew.
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Post by Cmd. Cheyd »

@Drew-
As a former employee of "The Evil Empire", let me just say...
Come to the dark side... We have cookies! :P


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Post by Thargoid »

drew wrote:
Not sure if I like the idea of downloading a 'Gates' OXP onto my ubuntu box... :lol:

Cheers,

Drew.
Aww come on, I've been resisting making that joke for days now ;)
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Post by CheeseRedux »

Thargoid wrote:
drew wrote:
Not sure if I like the idea of downloading a 'Gates' OXP onto my ubuntu box... :lol:

Cheers,

Drew.
Aww come on, I've been resisting making that joke for days now ;)
Strangely enough, while poking around inside the files, I seem to be unable to locate the "Bill" model. :wink:
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Post by Eric Walch »

CheeseRedux wrote:
Thargoid wrote:
drew wrote:
Not sure if I like the idea of downloading a 'Gates' OXP onto my ubuntu box... :lol:

Cheers,

Drew.
Aww come on, I've been resisting making that joke for days now ;)
Strangely enough, while poking around inside the files, I seem to be unable to locate the "Bill" model. :wink:
Its hidden here:
function gates_outBoundNPCs(entity) {return entity.isShip && entity.AI == "exitingTraderAI.plist" && entity.AIState == "HEAD_AWAY_FROM_PLANET" && entity.escorts.length == 0};
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Post by Thargoid »

Oi, stop revealing the embedded secret alien codes!! ;)
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Post by Tivva »

Spider variant
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