in the file: data\solar\solararch.ini
you declare a new jumpgateI
[Solar
nickname = jumpgateI
ids_name = 60209
ids_info = 66145
type = JUMP_GATE
DA_archetype = solar\dockable\jump_gateI.cmp
material_library = solar\Solar_mat_ring.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 9999
mass = 10000.000000
loadout = jumpgate
open_anim = Sc_open dock
open_sound = gate_open_sound
close_sound = gate_close_sound
jump_out_hp = HpFX7
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225
hit_pts = 999999961690316250000000000000000000.000000
then let's say the jumgate is from New York (Li01) to California (Li02)
in the file: data\universe\systems\li01\li01.ini
you declare
[Object
nickname = Li01_to_Li02
ids_name = 260911
pos = -83176, 0, 44831
rotate = 0, -70, 0
Archetype = jumpgateI
msg_id_prefix = gcs_refer_system_Li02
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 1
goto = Li02, Li02_to_Li01, gate_tunnel_bretonia
loadout = jumpgate_li_01
pilot = pilot_solar_easiest
hope these will help
I assume you have all the hardpoints in places (HpDockMountA, HpFX7,...)
-------------------
but then again, the 2 beacons are just 2 small lights, and you just want to attach to the regular jumpgate, right ?
that will be a different story
that's placing an object on another object in space.
that will be easy too.
just find the coordinate of the jumpgate, and then place 2 beacons on top of the jumpgates
the coordinates are in the file data\universe\systems\li01\li01.ini (for example)
Edited by - buckaroobanzai on 8/29/2004 12:50:18 PM