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Hi Eveybody,
I'v been working on a plug-in in which you do a bunch of missions for Sigma, and eventually wind up re-activating all the dead hypergates. In order to avoid tangling with VisBits and their potential complications, I made all the dead hypergates "dead" spobs that start dead, but could be reactivated using NCB's.
OK, so that worked. All of the dead hypergates remained dead until I did a certain mission. But then I linked them to the regular hypergates, like HG-Primus. Then I found that while being "dead" prevents you from using a hypergate, it does not prevent you from jumping out of one. So if the gates are "dead" I can't jump from Vega to Tichel, but I CAN jump from Tichel to Vega. This is bad, because I can't come up with an explanation for why you could jump out of an apparently broken hypergate.
I'm running version 1.04. Does anyone know if newer version have fixed this problem? Does anyone have any suggustions on other solutions? Any help greatly appreciated. Thanks
Dude, you're still using 1.0.4? If you're on Windows, there are two more updates out, and on Mac there are four. It's possible this problem was fixed in an update. Dwnload it anyway, as a lot of bugs were fixed that allow certain plug-ins and such to work. You won't regret it.
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If you're on Windows, there are two more updates out...
It's impossible for him to be running 1.0.4 on Windows, as the first release was 1.0.6 :p.
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I was under the impression the updater was bigger than it is... I have investigated and am downloading the update. We'll see if it helps. Thanks.
(This message has been edited by brindyblitz (edited 07-13-2004).)
I downloaded the update, but no dice. It still doesn't work. I guess I'll have to change my storyline a bit, unless anyone has any other ideas....
Originally posted by brindyblitz: I downloaded the update, but no dice. It still doesn't work. I guess I'll have to change my storyline a bit, unless anyone has any other ideas....
What was so bad about tangling with VisBits?
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(quote)Originally posted by UE_Research & Development: **It's impossible for him to be running 1.0.4 on Windows, as the first release was 1.0.6:)
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Originally posted by Guy: **What was so bad about tangling with VisBits? **
Well, first of, its more work... you have to create duplicate spobs and systems modify hyperlinks in the surrounding systems, etc. I believe seant alluded to this in another topic...
But I wouldn't mind doing that. My primary concern is that the "new" version of the system would have a different ID, and might therefore screw existing Nova missions up. For example, I'd have to Visbit Tichel (1 w/ hypergate linking to new HG's , one w/out) and I'm sure there are several missions where the SpecialShipSyst is Tichel. I was hoping this plugin could integrate seamlessly with the main storyline...
If you guys tell me that's not a problem, however, thats the solution I'll turn to...
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The Nova engine has improvments that allow for easier use of visbits: -you don't have to create duplicate spöbs. Just put in an unused system field of the original one(s) the ID of the new system. -missions depend on spöb conservation, and they are conserved since they are in both systems! problems solved -exploration state, hyperlinks, and such, are copied between colocating systems (i.e. the ones in the exact same place on the map).
You have no reason other than a little more complexity to not use visbits.
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(This message has been edited by Zacha Pedro (edited 07-15-2004).)
Originally posted by Zacha Pedro: **The Nova engine has improvments that allow for easier use of visbits: -you don't have to create duplicate spöbs. Just put in an unused system field of the original one(s) the ID of the new system. -missions depend on spöb conservation, and they are conserved since they are in both systems! problems solved -exploration state, hyperlinks, and such, are copied between colocating systems (i.e. the ones in the exact same place on the map).
**
Awesome... so missions wouldn't care that it was a different system... I think that solves my problem. Thanks Zacha.
(This message has been edited by brindyblitz (edited 07-15-2004).)
Actually, even if you decided to put in a duplicate system, the Nova engine will still allow the player to land on the new Tichel! In the Nova Bible, it says that if you put an ID in for a system, and there are any systems with the same coordinates and name in a system with the same name, it will allow you to land on that one as well.
So basically, aside from extra work, your worries are invalid.
It need not be a new Tichel (and basically, it should better be the same one): it's the same planet, engine-wise (same ID and such) that is just put in more than one colocated, mutually exclusive systems. Just enter the IDs of the various versions of the system in the relevant fields of the Tichel spöb.