Adoxa's "Territory" and "Zone" plugins
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J.R. wrote:
Moonhead wrote:
Reminds me I still gotta try swapping those trade lane rings 90°. It would make more sense if they were juxtaposed horizontally. Then Liberty and Rheinland should have Right lanes, and Bretonia and Kusari Left lanesAFAIK there are issues with this… because the ship will bank/spin/turn its vertical axis to that of the vanilla-vertical-Tradelane and such… Don´t know if this has been already fixed…
Greetings J.R.
The idea is to import the model into Milkshape, rotate it, export it, then do all the hardpoints.
But to be honest I ain’t sure whether I still can install a working copy of Milkshape! Iirc, the FL plugins only work up to a certain version, and I did lose some of my FL utils and data.
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I can confirm that horizontal trade lanes work just fine. We’re using them in Broken Bonds.
As to the to subject at hand. We’ve been using the Territory plugin for a while, and the update is very much welcome. As always, adoxa, awesome stuff!
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In my mod the Galileo System is not independent but devided as shown in the image (the blue circles are dark matter clouds, and the red line is the interterritorial border).
So when you enter from the Shikoku gate you’re in Kusari, and when you enter from the Colorado gate you’re in Liberty.
If this is the case, in any system (even if it’s crossed by multiple interterritorial borders), would it be possible to expand the territory plugin, or somehow different, to show a message when you enter another territory within the system?
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Have you tried to add named zones which are named, for example “Galileo-System, Kusari” etc.?
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I don’t think Zone is quite suited to this, but that’s more how it would work - entering the system would have the normal message, then it would show the territory. I think it could be specified something like:
[System] ; I hope a simple 2d-style border is enough. border = x1,z1, x2,z2[, ...] ; line segments of the border territory = Name ; actual name of this territory pos = x, z ; indicate which side of the border it's on territory_id = id ; id of another territory pos = x, z ; optional for the last ; a three-way split would duplicate each common path ; x1,z1 ; | ; x2,z2 ; / \ ; x3,z3 x4,z4 border = x1,z1, x2,z2, x3,z3 border = x1,z1, x2,z2, x4,z4 border = x3,z3, x2,z2, x4,z4 ```However, I still don't know if I actually want to do it…
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adoxa wrote:
I don’t think Zone is quite suited to this, but that’s more how it would work - entering the system would have the normal message, then it would show the territory. I think it could be specified something like:
[System] ; I hope a simple 2d-style border is enough. border = x1,z1, x2,z2[, ...] ; line segments of the border territory = Name ; actual name of this territory pos = x, z ; indicate which side of the border it's on territory_id = id ; id of another territory pos = x, z ; optional for the last ; a three-way split would duplicate each common path ; x1,z1 ; | ; x2,z2 ; / \ ; x3,z3 x4,z4 border = x1,z1, x2,z2, x3,z3 border = x1,z1, x2,z2, x4,z4 border = x3,z3, x2,z2, x4,z4
However, I still don’t know if I actually want to do it…
About this, it may get buggy when the border lines overlap, see the image below (I apologize for not seeing this earlier). The game crashes or a third (nameless) territory would be created instead.
@adoxa
Anyhow, thanks for showing some detailed results regarding the code to specify the borders. Hope it doesn’t have bothered you too much? -
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When you have two zones of the same name overlapping, you’ll still get the entered/left messages, like this
Entered Zone A
followed by
Entered Zone Afollowed by
Left Zone Afollowed by
Left Zone AThis is kinda annoying when you want to make a zone of particular shape (like a triangle, for example). Strangely though, zones with exactly the same size and shape do not trigger an entered message.
BTW does anyone know how to use the ‘MESH’ zone shape?
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It works thanks again adoxa!