EVN Hypergate Problems

Program Plugin Bug

I have made a plugin that adds 2 new hypergates. The plugin works almost flawlessly, the only problem is when I say land at the hypergate, the animation goes wild. :huh:

When I get within about 200 pixels, of the gate, the animation half opens the gate, then repeats that animation over and over again. Never stopping, closing, or even opening fully. :unsure:

My Q. is, how do i fix this? Or do you guys want a copy of the resedit information?

-Joefox

This post has been edited by _joefox : 16 December 2004 - 08:47 PM

Did you make the hypergates yourself? If you did, did you make sure you had the correct number of frames, sprite and mask size, and all those other little bitty things. If not, did you make sure to copy the animations **exactly ** as they were before hand? I'm not the best at animations and stuff, but I think making sure everything is the same or equal to what already exists should work.

I believe that there is some field in the planet resource you forgot to duplicate for your new hypergate. It dictates when the animation starts looping. (Assuming you're using the same hypergate graphic as the normal in-game one)

Aha!

CustPicID         Which custom landscape to show
                  128 and up        ID number of PICT to load instead of the
                                      standard landscape display
                  less than 128     No custom landscape
                  (Note: for animated hypergates, this field can be optionally
                   used to set the index of the transition between the
                   "opening/closing" animation and the "working"
                   animation. Set to 0 to have the engine use the first
                   half of the frames for "opening/closing" and the
                   second half for "working".)

CustSndID         Which ambient sound to play
                  -1                No ambient sound effect
                  Anything else     ID number of snd resource to load 
                  (Note: for hypergates and wormholes, this field serves
                   a different purpose - it controls the angle at which
                   ships emerge. Values between 0 and 359 specify an
                   exact angle, while any other value specifies a
                   random direction.)

I included the custom sound field because it has a related-sneaky hypergate meaning which you might find useful.

Yep, I think it's the most mikely source of this problem. Always copy the resource of the thing you want to copy and change what you want to be different (suwh as the ID, to begin with), rather than starting from scratch and trying to make it look like what you want.

I Copied the Plugin directly form existing info, but the hyper-gates I used had been inactive.

Hey PigDog4, What is the frame rate I need and what feld do I need to set it in? Even if you don't know I think that this put me on the right track.

This post has been edited by _joefox : 18 December 2004 - 04:42 PM

Try comparing your hypergate to an active hypergate from the standard scenario - there's no point in copying an inactive hypergate then trying to turn it into an active one. That would also answer your second question.

The normal hypergates have "Landscape" set to 37, and "Ambient Sound" to 120.