Using data field in a stargate node

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Drako Slyith
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I was having another stab at making a random destination stargate, and I drew up this code

Code: Select all

				<StarGate name="RandomSG" DestID="(RandomNode1)" DestGate="Inbound"/>

				<Events>
					<OnGlobalTopologyCreated>
						(sysAddObjRecurringTimerEvent 30 gSource 'ChooseRandom)
					</OnGlobalTopologyCreated>
					
					<ChooseRandom>
						(block nil
							(setq SysList1 (list C1 C3 Z1z Z1a Z6a Z6z))
							(setq RandomNode1 (random SysList1))
						)
					</ChooseRandom>
				</Events>
I was just trying random things to try to make the game draw the RandomNode1 return as a node. Is this at all possible? If so what is the formatting of it?
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Prophet
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Stargates are tied between two nodes, you can't change where they lead.

You will have to create a new gate to change the destination node.
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Drako Slyith
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I had an idea to have it gate the player to an empty system then have the <OnPlayerEnteredSystem> and use objGateTo but I was hoping that it would be able to overwrite itself.
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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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Prophet
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That might work, if EVERY gate led to that blank system and you could use some script to move the player to a random node.

You're on the right path.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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