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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

How do I implement unstable warp points?

Kingside_Bishop's picture
Submitted by Kingside_Bishop on Sun, 2007-06-24 11:01. SE:V MODs

Hi!

I'm new at modding, and am having a little difficulty. I'm trying to mod the game such that all warp points are unstable -- that is, they close immediately after use. I also want them to collapse a turn after they're created, even if they're not used. So, I deleted every kind of warp point from the data files in StellarAbilityTypes.txt and StellarObjectTypes.txt, except for one in each, which read like this:

StellarAbilityTypes:

Name                                            := Hyperspace Conduit
Number of Abilities                             := 2
Ability 1 Chance                                := 100
Ability 1 Type                                  := Warp Point – Unstable
Ability 1 Description                           := This hyperspace conduit will collapse soon.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Ability 2 Chance                                := 100
Ability 2 Type                                  := Warp Point – Close
Ability 2 Description                           := 
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

StellarObjectTypes:

Stellar Object Name        := Normal Warp Point
Physical Type              := Warp Point
XFile Class Name           := Warp Point
Maximum Model Size         := 14.0
Hex Size                   := 1
Picture Index              := 688
Portrait Filename          := warp_point.bmp
Large Portrait Filename    := warp_point_lp.jpg
Description                := A hyperspace conduit.
Warp Point Size            := Large
Warp Point One-Way         := FALSE
Unusual                    := FALSE
But, when I go to start a new game with the mod, I get an error that the two ability lines for StellarAbilityTypes are "unknown." Can anyone help me figure this out?

Thanks!

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Mod Designer

Re: How do I implement unstable warp points?

Submitted by Fyron on Sun, 2007-06-24 13:06.

Without altering SystemTypes.txt, you need to have two Warp Point entries in StellarAbilityTypes.txt, the Normal Warp Point and Unusual Warp Point. The ability class used by WPs is determined by the WP Stellar Abil Type field for each system type.

Secondly, the Warp Point - Close ability will not do anything on a WP. It is only useable on a Component, to allow the ship it is on to use the Close Warp Point order. I'm not sure if the Warp Point - Unstable ability is actually implemented, but if so, you don't need the WP - Close ability in addition to it.


SpaceEmpires.net | Space Empires Wiki

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Kingside_Bishop's picture

Re: How do I implement unstable warp points?

Submitted by Kingside_Bishop on Mon, 2007-06-25 18:55.

Hmm. It's a shame that function's not working yet. Thanks, though -- you've been a lot of help. Now off, to continue tweaking!

~ Kingside_Bishop

[/communication]

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Isopsyco's picture
Mod Designer

Re: How do I implement unstable warp points?

Submitted by Isopsyco on Wed, 2007-10-24 20:01.

If you want all your WPs to close after every turn, go check out the same posts over at Space Empire Net. I have my mod closing all the WPs every turn.

I resorted to that method because the auto close feature of unstable WPs is not activated (I've tried every conceivable way for about 5 months).

Just for future reference the % chance needs to be 1000 instead of 100 if you want it to close all the time (when the feature gets activated that is).

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Re: How do I implement unstable warp points?

Submitted by marhawkman on Wed, 2007-11-07 19:17.

Erm how did you do that?

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Isopsyco's picture
Mod Designer

Re: How do I implement unstable warp points?

Submitted by Isopsyco on Fri, 2007-11-09 13:12.

marhawkman wrote:
Erm how did you do that?

Inside the ExternalEvents_Main script data file I have a sys call to collect all the WPs in the game, then inside a loop I close each one until the list is empty then exit loop.

The external events script then continues on. Oh, I did remove the external event where WP are close and opened randomly since in my mod WP are actually FTL jump point coordinate positions.

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Isopsyco's picture
Mod Designer

Re: How do I implement unstable warp points?

Submitted by Isopsyco on Fri, 2007-11-09 13:14.

Oh, one last bit of info. It is only possible with the latest patch (1.58) since I bugged MM to activate the stellar manipulation functions that where dormant.

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