Jump Gates?

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Slartibartfast
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Jump Gates?

Post #1by Slartibartfast » 15.01.2008, 03:18

Has anyone ever modified the program to have jump gates ala Babylon 5? And modified movement to where that is the only fast way to get from star to star? If so, could you point me to said mod?

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selden
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Post #2by selden » 15.01.2008, 12:31

If you use a script, you can set the travel time to a tiny value.

If you use a Lua script, you can redefine the "travel" keys.
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Slartibartfast
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Post #3by Slartibartfast » 16.01.2008, 17:00

If you use a Lua script, you can redefine the "travel" keys.


Could a jump be programed in Lua? (Say so that if you enter a gate it will bring you to a specifiic destination at a faster rate than the miniscule rate I've reprogrammed it to with my other script?)

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selden
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Post #4by selden » 17.01.2008, 03:57

Lua can determine where the viewpoint is located. With that information, the keys can change the movement speed appropriately.

Moving a model from one star system to another is more problematic. Essentially you have to predefine it in all of the systems that it'll be visiting and hide and reveal the model appropriately.
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Slartibartfast
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Post #5by Slartibartfast » 17.01.2008, 04:42

Thanks! Sounds like a project for the future! =) I appreciate your help Selden!

duds26
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Post #6by duds26 » 17.01.2008, 14:42

Mayby it's possible to do when defining what jumpgate will be used.
Then Celestia calculates the traveling to the first jumpgate and then from the second jumpgate to the destination.

P.S.: Thought that this is already in it: setting an end time when reaching first jumpgate. And start with the coordinates of the other jumpgate at the same time. If Celestia first let objects dissapear and then loads the new objects, everything is fine.
Else do what Chris said. (Mayby add a vanish or unload event, but this last one will require celestia to dynamically load and unload addons and pieces of addons like models and stuff so won't be very soon)


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