How do I implement unstable warp points? |

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 := FALSEBut, 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!

Re: How do I implement unstable warp points?
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).
Re: How do I implement unstable warp points?
Erm how did you do that?

Re: How do I implement unstable warp points?
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.

Re: How do I implement unstable warp points?
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.




Re: How do I implement unstable warp points?
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.
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