S
StarBlade
Deleted Due to Inactivity
Former MSFC Member
All entry from any sort of rift (transient rift, transwarp portal, 8472 portal, Premonition temporal gateway) happens in the vertical plane, then into the horizontal. And it always emerges from the absolute centre of the SOD from which you direct it to emerge-- you can't specify a hardpoint or angle it to one side or anything. The ship comes up through the rift, which always appears dead-centre, emerges at speed towards the screen, then levels off and slows to a stop. There is no coding-based mechanism by which this can change. Nor is there any way to position a SOD-based station/ship portal to "bend" the rift. It has to come up and then level off at you. You can alter the speed and stretch of the object in transit, but not the path it takes. I tried just about every configuration available when we included warp-ins in the SB34 Federation compilation mod, although they were really just built items coming through a rift instead of launching from a yard. Suffice to say I got about fifty CTDs and an end result that blended a warp flare with a built object flying up and out of it. This holds in common with the apparent outcome of the B5A2 mod, where jump gates were mounted to face vertically rather than horizontally, much for the same reason. They did some BRILLIANT coding work in B5A2 and they still couldn't overcome the same set of limitations (nor could they randomize the colour of the hyperspace void beyond the gate, but that's hardly their fault that B5 was so awesome as it was).
So you'll have to angle your Stargates. The programmers actually did what they did for good reason on this one: most people play the game top-down rather than in cinematic mode. So you have to be able to see the gate as more than just a flat line onscreen-- it has to be a circle you can cursor over and direct them to move. And even if you oriented your stargate to be horizontal you'd still have objects flying through them to transit to the other side-- where they'd emerge and immediately seem to crash through yet another gate on the other side.
If anyone seriously gets upset about this apparent breach of SG canon you have ample precedent from other modders on the same subject. And there's no reason you can't include an animated vertical-oriented stargate as a map object for PotDs and so forth, and include a separate horizontal-oriented stargate for use in-game. That's assuming you have the models and the knowhow, but it was beyond my capacity to do so in our mod, and I have a feeling that it's hard-coded to prevent there from being any viable alternative.
So you'll have to angle your Stargates. The programmers actually did what they did for good reason on this one: most people play the game top-down rather than in cinematic mode. So you have to be able to see the gate as more than just a flat line onscreen-- it has to be a circle you can cursor over and direct them to move. And even if you oriented your stargate to be horizontal you'd still have objects flying through them to transit to the other side-- where they'd emerge and immediately seem to crash through yet another gate on the other side.
If anyone seriously gets upset about this apparent breach of SG canon you have ample precedent from other modders on the same subject. And there's no reason you can't include an animated vertical-oriented stargate as a map object for PotDs and so forth, and include a separate horizontal-oriented stargate for use in-game. That's assuming you have the models and the knowhow, but it was beyond my capacity to do so in our mod, and I have a feeling that it's hard-coded to prevent there from being any viable alternative.