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Old 07-09-2005, 01:23 PM   #51 (permalink)
 
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you only need one stone and it can be put anywhere mine is in a staff area so no players ever go near it.
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Old 07-09-2005, 03:43 PM   #52 (permalink)
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cool.

Thanks.
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Old 07-13-2005, 04:00 AM   #53 (permalink)
 
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i made the stone and walked into britian moon gate but i can't see anything different.
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Old 07-13-2005, 04:34 PM   #54 (permalink)
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Quote:
Originally Posted by etherkye
i made the stone and walked into britian moon gate but i can't see anything different.
Did you make the stone with 'true'? and did you get rid of the original gates as well?
'true' extension creates the default locations. Then you would want to get rid of the distro moongates. Then generate the public gate system.
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Old 07-13-2005, 05:03 PM   #55 (permalink)
 
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so i got to delete all pupkic moongates first then?

is there a quick comand for that?
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Old 07-13-2005, 05:22 PM   #56 (permalink)
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Quote:
Originally Posted by etherkye
so i got to delete all pupkic moongates first then?

is there a quick comand for that?
[global delete where publicmoongate
will do it. (No command to do it I don't think, only one to generate them)
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Old 07-13-2005, 06:12 PM   #57 (permalink)
 
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I haven't read the entire thread, just the topic post, so I'm throwing this in, in the middle of a discussion..

Nice script. I love it/use it.
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Old 07-13-2005, 06:36 PM   #58 (permalink)
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Quote:
Originally Posted by brandon948
I haven't read the entire thread, just the topic post, so I'm throwing this in, in the middle of a discussion..

Nice script. I love it/use it.
Thanks Glad you like!
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Old 07-15-2005, 04:52 AM   #59 (permalink)
 
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i deleted the main moongates and typed the initpulpicgates true comand and it took me to the stone and didn't make any gates at all.
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Old 07-15-2005, 06:27 AM   #60 (permalink)
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Quote:
Originally Posted by etherkye
i deleted the main moongates and typed the initpulpicgates true comand and it took me to the stone and didn't make any gates at all.
you then need to do the [GenGates to generate the public gates.
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Old 07-15-2005, 07:19 AM   #61 (permalink)
 
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it always says 0 puplic gates generated

the isles of euphranor if you got time to take a look.

i manully added one and that worked but thats the only way
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Old 07-15-2005, 05:33 PM   #62 (permalink)
 
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deletde system and reinstaled, it works now.
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Old 07-21-2005, 10:05 PM   #63 (permalink)
 
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Default Adding gates in "PGControl.cs"

I tried adding gates that I want right in to the "PGControl.cs" file but it will not generate them for me. Any ideas??

Category = new PGCategory( "Tonuko", (EntryFlag)Flags );
Category.Locations.Add( new PGLocation( "Isamu-Jima", (EntryFlag)Flags, new Point3D( 1169, 998, 41 ), Map.Tokuno, 0 ) );
Category.Locations.Add( new PGLocation( "Makoto-Jima", (EntryFlag)Flags, new Point3D( 802, 1204, 25 ), Map.Tokuno, 0 ) );
Category.Locations.Add( new PGLocation( "Homare-Jima", (EntryFlag)Flags, new Point3D( 270, 628, 15 ), Map.Tokuno, 0 ) );
m_Entries.Add( Category );

SetFlag( EntryFlag.Generate, true );
Category = new PGCategory( "Staff", (EntryFlag)Flags );
Category.Locations.Add( new PGLocation( "The Fire House", (EntryFlag)Flags, new Point3D( 4391, 3765, 0 ), Map.Trammel, 0 ) );
Category.Locations.Add( new PGLocation( "The Janitor's Closet", (EntryFlag)Flags, new Point3D( 1744, 802, 0 ), Map.Felucca, 0 ) );
Category.Locations.Add( new PGLocation( "Home-Sweet-Home", (EntryFlag)Flags, new Point3D( 1568, 644, 6 ), Map.Felucca, 0 ) );
Category.Locations.Add( new PGLocation( "Brit", (EntryFlag)Flags, new Point3D( 1414, 1714, 40 ), Map.Trammel, 0 ) );
Category.Locations.Add( new PGLocation( "MG", (EntryFlag)Flags, new Point3D( 4449, 1153, 0 ), Map.Trammel, 0 ) );
m_Entries.Add( Category );
}

public void Disable()
{
m_Delete = true;
RemGates();
PGSystem.Control = null;
Delete();
}
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Old 07-22-2005, 03:42 AM   #64 (permalink)
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Quote:
Originally Posted by mbillig02
I tried adding gates that I want right in to the "PGControl.cs" file but it will not generate them for me. Any ideas??
Dont add them to the script. Add them in-game. I made this system so people wouldn't have to modify the scripts. But if you REALLY want to add them like you did, you would need to init the system with the 'true' modifier...
[initpublicgates true
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Old 07-22-2005, 09:01 AM   #65 (permalink)
 
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Quote:
Originally Posted by A_Li_N
Dont add them to the script. Add them in-game. I made this system so people wouldn't have to modify the scripts. But if you REALLY want to add them like you did, you would need to init the system with the 'true' modifier...
[initpublicgates true

The reason for wanting to add them to the script is that I had added some gates through the game and then double clicked the control stone and lost all of my work. So I was looking for a way to make sure I don't loose them. BTW, thanks for the scripts, nice work.
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Old 07-24-2005, 04:11 AM   #66 (permalink)
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Quote:
Originally Posted by mbillig02
The reason for wanting to add them to the script is that I had added some gates through the game and then double clicked the control stone and lost all of my work. So I was looking for a way to make sure I don't loose them. BTW, thanks for the scripts, nice work.
I don't see how you would lose them by double clicking on the control stone, since the only thing that happens when you double click the stone is the gates get removed and regenerated.

What I might try to do some day is make a command to export your gate system to a txt file. Then you can share/backup them. (It would read from the file as well)

I also might make it so, when double clicked, it searches the world for any gates and if the gate is not in the system, it would add it to a staff only category for the staff members to view and whatnot.
This system has some other features that I would like in, but I just don't have time/energy to do them as of right now. The system works as it is, and it works well with no crashes/bugs that I know of, just some things that could be improved upon.
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Old 07-24-2005, 08:22 PM   #67 (permalink)
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Quote:
Originally Posted by A_Li_N
I don't see how you would lose them by double clicking on the control stone, since the only thing that happens when you double click the stone is the gates get removed and regenerated.

What I might try to do some day is make a command to export your gate system to a txt file. Then you can share/backup them. (It would read from the file as well)

I also might make it so, when double clicked, it searches the world for any gates and if the gate is not in the system, it would add it to a staff only category for the staff members to view and whatnot.
This system has some other features that I would like in, but I just don't have time/energy to do them as of right now. The system works as it is, and it works well with no crashes/bugs that I know of, just some things that could be improved upon.

only reason I could think of for it deleting his gates is if he didnt click the generate checkbox when he doubleclicked the stone so it deleted the gates it wasnt supposed to generate. but then again I could be wrong
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Old 07-24-2005, 08:24 PM   #68 (permalink)
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Exactly, but the locations aren't 'deleted' there are just no gates there...you could always edit the locations.
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Old 07-24-2005, 08:27 PM   #69 (permalink)
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Quote:
Originally Posted by A_Li_N
Exactly, but the locations aren't 'deleted' there are just no gates there...you could always edit the locations.
I know... I like this script and have already added 2 extra gates for public and 3 gates for staff . Again I say you do excellent work. Its just I end up deleting my posts because I don't feel like having certain senior members post anything in relation to them.
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Old 08-24-2005, 01:48 PM   #70 (permalink)
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I have a suggestion, maybe you could make the GenGates command only remove gates if they are set to movable.false, that way staff carrying them around in their packs wouldn't have to re-add them.
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Old 08-24-2005, 04:36 PM   #71 (permalink)
 
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they could jsut set htere loctation to an existing gate, there on pandora under misc
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Old 09-04-2005, 04:33 AM   #72 (permalink)
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Had to take a break from the new AS system and make something small happen.

Updated with 2 (small) new features.
RemGates will now only delete gates that are in the world. NOT ones that are in packs/containers/etc.

The main gump now has a new button for GM+'s. Top-left of the Right panel is a "Add Current Gate" button that will add the gate that was used to the currently selected category. The entry will be 'Un-named Gate' and you can edit that entry to change the name/flags/etc. This option was simply to make it quicker/easier to add a location. The gate has to be in the World to add. It won't work if the gate is in your bag. This feature is nice because you can carry a gate around in your bag, drop it somewhere and add the location to a category, then pick the gate right back up. You can then go through the entries later and edit how you want them.

Enjoy!

*Edit*Just to quell some concerns that people might have. This change will not effect your current systems. It is just gumps, nothing to do with the gates themselves.
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Old 09-16-2005, 11:33 AM   #73 (permalink)
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plz help me i don't see the buttons like edit or so and i can't edit my public gates what must i do to remove fellucia and ednable reds to come to trammel?
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Old 09-16-2005, 02:50 PM   #74 (permalink)
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first you need to put this system into you server and load the server and do [initpublicgates true. Then you can [add publicgate and go from there.
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Old 10-08-2005, 07:40 PM   #75 (permalink)
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good script =)
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