Need help with my system topology
-
- Fleet Officer
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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?)
Just a standard extension?
(mind showing the code you are using to initialize them as part of the topology?)
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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
My Effects in the Waterloo system to make it appear like Huaramarca is:
and my Global data is:
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?
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>
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>
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>
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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




"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
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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)
I think this was on the trac (the statement from George regarding topology capabilities)
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- Militia Captain
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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
makes a sg over the sun in a lvl 1 system
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>




"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
- alterecco
- Fleet Officer
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Here is the info required for adding new topology.
http://neurohack.com/transcendence/foru ... php?t=3513
http://neurohack.com/transcendence/foru ... php?t=3513
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Awesome Thanks.
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
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- Fleet Officer
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- Joined: Wed Feb 03, 2010 4:28 am
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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?
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
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- Militia Captain
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"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
-
- Fleet Officer
- Posts: 1036
- Joined: Wed Feb 03, 2010 4:28 am
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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?
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
GateToHuaramarca is the name of the gate, Huaramarca is the nodeID that the gate leads to.
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- Fleet Officer
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Ok thanks. I should be able to get it to work now. Thanks for the help
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
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- Fleet Officer
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- Joined: Wed Feb 03, 2010 4:28 am
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Wait, I just looked through the xml of Huaramarca and found this:
Is that needed at all? it seems that it tells the game where to send the player when they go through the gate.
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
)
)
)
)
))
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?