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mandash

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Reply with quote  #46 
I'm also having issues with the gates in the premade sectors "floating" away. Is this a bug or is there a fix for it?
Arrew

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Reply with quote  #47 
Hi Vibro,

Apparently my reply didn't post before and I just noticed.

Yeah, they aren't supposed to do that. It's not something you're doing wrong. Sometimes if network speed or connection is an issue that can happen.

Try hosting and connecting on a single PC and see if the problem persists. 
Arrew

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Reply with quote  #48 
Hi NinetyEyes,

Well spotted. I actually added that function in by request for someone that was running a LARP type Artimis session. I must have missed adding it to the "M" backup menu. To be honest I think the menu's could be reordered to make them easier to use... But just don't have time right now.
Arrew

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Reply with quote  #49 
The issue with the gate is because it's an actually interactable object in the game and not a station. I wanted it that way so enemies will attack gates, gates can be hailed and players also can destroy gates. It adds to a lot of fun RP missions. 

The problems come because, intentionally not using a mod, the game sometimes tries to give these objects a speed, even though they aren't supposed to.

Adding in an additional event should stop that happening.
Arrew

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Reply with quote  #50 
Mandash and others,

Try adding this to the sandbox file and let me know how you get on......


<event name_arme="Quick Gate Fix" id_arme="f9c157af-19d7-4f74-8ae7-0c5bbbdd8020">
<if_object_property property="throttle" name=" Gate" comparator="GREATER" value="0.0" />
<if_exists name=" Gate" />
<set_object_property property="throttle" value="0.0" name=" Gate" />
</event>

Paperman299

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Reply with quote  #51 
Arrew, just wanted to pop in here and say this GM sandbox is fantastic. Even someone who knows NOTHING about code like me was able to put together an awesome LAN for his birthday, that I was able to GM from a friend's tablet. Thanks so much for making this! 
Arrew

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Reply with quote  #52 
Cool. Thanks for the feedback man.

Hope you had a good birthday. [biggrin]
NinetyEyes

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Reply with quote  #53 
The gate immobilising script is working exactly as intended for me, thanks for the fix [smile]

On a completely unrelated note, do you by any chance still have the raw images from when you did these maps back in V4? I'm hoping to use some maps as a larp handout and I thought it might be worth checking with you before going in and screenshooting them all myself.

[HIDE]
2311664.jpg   
[/HIDE]



Arrew

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Reply with quote  #54 
I've got the ones like you just posted... 

If you send me your e-mail I'll send them your way. [biggrin]
Arrew

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Reply with quote  #55 
WOW! 178 Downloads! That's pretty good for an old script.

Sorry not been around much. I've been playing too much D&D and the Star Trek Adventures Alpha. When it's finished it could easily be TSN Adventures with just a little cosmetic tweek [wink] .
Wookiemart

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Reply with quote  #56 
Quote:
Originally Posted by Arrew
Mandash and others,

Try adding this to the sandbox file and let me know how you get on......


<event name_arme="Quick Gate Fix" id_arme="f9c157af-19d7-4f74-8ae7-0c5bbbdd8020">
<if_object_property property="throttle" name=" Gate" comparator="GREATER" value="0.0" />
<if_exists name=" Gate" />
<set_object_property property="throttle" value="0.0" name=" Gate" />
</event>



So I just added this event to the script and nothing changed the stupid gates are still spinning and heading all the way up to the top of the map.

I was running the server and GM console on the same PC.

Is there a specific location in the file where the event should be added?

This is very frustrating because we want to give this sandbox a try but the gates wandering about is a deal breaker for us.




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Arrew

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Reply with quote  #57 
Hi wookie,

I think the source of the problem is how neutrals are dealt with in later issues of artemis. That scripted event should have worked but if it didn't there is another quick work around, by turning the gates into "stations". It'd mean you could dock with them but if you don't mind that should be easy enough.


It's 11:30PM here. If you're not sure how to do it I'lllook into swapping them out tomrrow, when I have time? [biggrin]
Wookiemart

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Reply with quote  #58 
Quote:
Originally Posted by Arrew
Hi wookie,

I think the source of the problem is how neutrals are dealt with in later issues of artemis. That scripted event should have worked but if it didn't there is another quick work around, by turning the gates into "stations". It'd mean you could dock with them but if you don't mind that should be easy enough.


It's 11:30PM here. If you're not sure how to do it I'lllook into swapping them out tomrrow, when I have time? [biggrin]


XML stuff is REALLY outside of my wheelhouse in fact it's in the next town over.

I'd rather you fix it when you can.


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Arrew

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Reply with quote  #59 
OK mate. Well I've given it a go. Check this one out. The gates should appear as stations so they "SHOULD NOT" move. If they do or if there's an issue let me know.


 
Attached Files
zip MISS_GMsandbox5a.zip (303.75 KB, 8 views)

Wookiemart

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Reply with quote  #60 
Just gave it a try and the gates are not moving anymore YAY!!!

They are all sitting at the bottom of grid E3.

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