Need help with my system topology

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Drako Slyith
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I've been trying to create some systems that go off of the main path, like Huraimarca but with several systems in a chain. I have the systems and the nodes for the new systems set up, but no matter what I try I cannot get it linked to the regular node system. I set up the system effects and the globals just like in Huaramarca but the stargate won't appear. What am I doing wrong?
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Arisaya
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Well, first off, what kind of mod are you setting these up in?
Just a standard extension?
(mind showing the code you are using to initialize them as part of the topology?)
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Drako Slyith
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I am trying to expand my Heart of war Mod. I have one system working but want to have more systems and maybe a side story like in Huaramarca. First I want the few more systems.
My node information is

Code: Select all

	<StarSystemTopology>

		<Node ID="Z1" rootNode="True">
			<System
					name=				"WaterLoo"
					level=				"9"
					attributes=			"outerRealm"
					variant=			"ungoverned">
				<System UNID="&ssWaterLoo;"/>
			</System>

			<StarGates>
				<StarGate Name="Inbound" DestID="A7" DestGate="Outbound"/>
				<StarGate Name="Outbound" DestID="Z2" DestGate="Inbound"/>
			</StarGates>
		</Node>
		<Node ID="Z2" rootNode="True">
			<System
					name=				"Sol"
					level=				"10"
					attributes=			"outerRealm"
					variant=			"ungoverned">
				<System UNID="&ssSol;"/>
			</System>

			<StarGates>
				<StarGate Name="Inbound" DestID="Z1" DestGate="Outbound"/>
				<StarGate Name="Outbound" DestID="A7" DestGate="Inbound"/>
			</StarGates>
		</Node>

	</StarSystemTopology>
My Effects in the Waterloo system to make it appear like Huaramarca is:

Code: Select all

		<Events>
			<OnGlobalTopologyCreated>
				(block (gateway)

					; Pick a random system in late space to have a gateway to the battles
					(setq gateway
						(random
							(filter (sysGetNodes) theNode
								(and (sysHasAttribute theNode 'ungoverned) (geq (sysGetLevel theNode) 9))
								)
							)
						)

					(if gateway
						(block Nil
							(typSetGlobalData &svIndependent; "WaterlooGateway" gateway)
							(sysAddStargateTopology gateway "GateToWaterloo" "Waterloo" "Inbound")
							)
						)
					)
			</OnGlobalTopologyCreated>

			<OnGlobalSystemCreated>
				(if (eq (sysGetNode) (typGetGlobalData &svIndependent; "WaterlooGateway"))
					(block Nil

						; Create a stargate in deep space away from everything
						(sysCreateStargate 
							&stStargate;
							(sysVectorRandom Nil (random 200 500) 300 "t")
							"GateToWaterloo"
							"Waterloo"
							"Inbound"
							)
						)
					)
			</OnGlobalSystemCreated>
		</Events>
and my Global data is:

Code: Select all

<Globals>


			(setq huaIsGateToHuaramarca (lambda (nodeID gateID nodesChecked)
				(block (destNode)
					(setq destNode (sysGetStargateDestinationNode nodeID gateID))
					(if (eq destNode "Waterloo")
						True

						(block (stargates)
							(setq nodesChecked (append nodesChecked (list nodeID)))
							(setq stargates (filter (sysGetStargates destNode) theGate
								(not (find nodesChecked (sysGetStargateDestinationNode destNode theGate)))
								))

							(if stargates
								(filter stargates theGate (huaIsGateToWaterloo destNode theGate nodesChecked))
								Nil
								)
							)
						)
					)
				))
</Globals>
I'm using Huaramarca as a resource. The code above is converted from all I could find in the Huari code xml. Did I miss anything?
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sdw195
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sorry Drako Slyith afaik we can't add new systems the way Huaramarca is made in mods, you would have to make it an adventure
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Drako Slyith
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Okay. I was worried it was something like that. thanks for the help.
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Arisaya
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Sdw195 is incorrect; it is possible to add to the topology like Hauri.xml does, using just a standard extension, or so George says. If this is not working correctly, it would be a bug (or... I managed to misread what he said).

I think this was on the trac (the statement from George regarding topology capabilities)
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sdw195
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um yeah it is possible (it didnt work for me when i first made TNG hence me saying you cant sry)

this is how i did it

Code: Select all

<SystemTopology>
<Node ID="Huaramarca2" rootNode="true">
<System 
name=			"Huaramarca"
level=			"1"
attributes=		"huari"
>
<System UNID="&ssHuaramarca2;"/>
</System>

<StarGates>
<StarGate Name="Inbound"  DestID="[Prev]"/>
</StarGates>
</Node>
</SystemTopology>

<SystemType UNID="&ssHuaramarca2;"
noRandomEncounters=		"true"
>

<Tables>
<!-- Tables stuff -->
</Tables>

<SystemGroup>
<!--  SystemGroup sutff --> 

</SystemGroup>

<Events>
<OnGlobalTopologyCreated>
(block (gateway)

; Pick a random system in Huari space to have a gateway to Huaramarca
(setq gateway
(random
(filter (sysGetNodes) theNode
(and (sysHasAttribute theNode 'newBeyond) (geq (sysGetLevel theNode) 1))
)
)
)

(if gateway
(block Nil
(typSetGlobalData &svHuariEmpire; "huaramarcaGateway" gateway)
(sysAddStargateTopology gateway "GateToHuaramarca" "Huaramarca" "Inbound")
)
)
)
</OnGlobalTopologyCreated>

<OnGlobalSystemCreated>
(if (eq (sysGetNode) (typGetGlobalData &svHuariEmpire; "huaramarcaGateway"))
(block Nil

; Create a stargate in deep space away from everything
(sysCreateStargate 
&stUnchartedMajellenStargate;
(sysVectorRandom Nil 0 0 "t")
"GateToHuaramarca"
"Huaramarca"
"Inbound"
)
)
)
</OnGlobalSystemCreated>
</Events>

</SystemType>
makes a sg over the sun in a lvl 1 system
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alterecco
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Here is the info required for adding new topology.

http://neurohack.com/transcendence/foru ... php?t=3513
Drako Slyith
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Awesome Thanks.
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Drako Slyith
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I put the code suggested in my mod, and now a stargate appears. But whenever I change anything in it, I still get a "Huaramarca Stargate". When I go through it I still go to Huaramarca. Is there any other code required?
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sdw195
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change

Code: Select all

"GateToHuaramarca" 
"Huaramarca" 


to the system you want to go to
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Drako Slyith
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Would that be to the NodeID or to the system UNID? And what parts; would I change GateToHuaramarca to GateToSystem or just System?
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Prophet
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GateToHuaramarca is the name of the gate, Huaramarca is the nodeID that the gate leads to.
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A Turret defense genre mod exploring the worst era in Earth's history.
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Drako Slyith
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Ok thanks. I should be able to get it to work now. Thanks for the help
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Drako Slyith
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Wait, I just looked through the xml of Huaramarca and found this:

Code: Select all

			(setq huaIsGateToHuaramarca (lambda (nodeID gateID nodesChecked)
				(block (destNode)
					(setq destNode (sysGetStargateDestinationNode nodeID gateID))
					(if (eq destNode "Huaramarca")
						True

						(block (stargates)
							(setq nodesChecked (append nodesChecked (list nodeID)))
							(setq stargates (filter (sysGetStargates destNode) theGate
								(not (find nodesChecked (sysGetStargateDestinationNode destNode theGate)))
								))

							(if stargates
								(filter stargates theGate (huaIsGateToHuaramarca destNode theGate nodesChecked))
								Nil
								)
							)
						)
					)
				))
Is that needed at all? it seems that it tells the game where to send the player when they go through the gate.
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