The planetmarker thing is what I'll do in the end.
There are too much downsides of changing scale, so many things depend on that...
I'll also make it dockable, as in Star Trek's standard orbit. You just stay in a parking orbit and, if there is a settlement, you are in contact with it.
EDIT #1 : first thing is, I wouldn't get the Stargates to show. I use the following code in the <System> tag :
Code: Select all
<Events>
<OnCreate>
(enum (sysFindObject gSource "G") theObj
(objSetKnown theObj)
)
</OnCreate>
</Events>
EDIT #2 : second problem is with my new Parking Orbit object, but I thing I'll first settle the Stargates problem, then go to the next...
EDIT #3 : found the problem with stargates. In fact I placed the following code in my base system :
Code: Select all
<OnGlobalSystemCreated>
(block nil
(sysPlaceStargates)
(enum (sysFindObject gSource "G") theObj
(objSetKnown theObj)
)
)
</OnGlobalSystemCreated>
EDIT #4 : the answer for the above question lies in the Transcendence Mods & Extension page ! Indeed, the <OnGlobalSystemCreate> evaluates just after <OnCreate>. So my <OnCreate> script was not able to find the gates because they were not yet there !
EDIT #5 : sorry for all the edits, but things are going well. The "Parking Orbit" object now looks that way :
Code: Select all
<!-- Parking Orbit -->
<StationType UNID="&stParkingOrbit;"
name= "(parking orbit)"
backgroundObject= "true"
sovereign= "&svIndependent;"
immutable= "true"
attributes= "hk2250,knownOnStartup"
>
<ImageVariants>
<Image imageID="&rsOrbit;" imageX="0" imageY="0" imageWidth="1" imageHeight="1" />
</ImageVariants>
<Events>
<OnCreate>
(objSetKnown gSource)
</OnCreate>
</Events>
</StationType>