Pre-designated gate spots on the default map sans a gate?

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Jediman
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Pre-designated gate spots on the default map sans a gate?

Post by Jediman »

Question..

I've got stranf's starter world in place and i was about to go add some moongates to the world to allow people to travel around, but...when i step on the mounds where gates normally would be (e.g. 1334, 1997, 2, 0)..boom i teleport to another town at the towns designated moongate spot..

Now i tried doing a wipe and a delete on the area, but that didn't work...so..is this hard coded?!
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'I have a moongate in my backpack' sounds like a bad Brittanian pickup line!
giwo
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Post by giwo »

Off the top of my head, you're looking for teleport.scp in the JS directory.
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Jediman
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Post by Jediman »

Ok, I thought that might be the case.
I was half asleep when I got around to placing gates last night lol.
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Post by sschmaud »

Happened to me too. wonder if his gates some how didnt transfer over
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Xuri
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Post by Xuri »

Nah, what giwo said. There are some "hardscripted" teleport locations, including for the moongate locations, in teleport.scp.
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Post by sschmaud »

how do u fix that ?
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Xuri
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Post by Xuri »

You can open teleport.scp in any text-editor (like notepad, wordpad, etc), then locate all lines with [<town>_mg_x] behind them (for instance: [skara_mg_x]), then either comment out (by using two // at the beginning of the line) those lines or remove them completely.
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Jediman
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Post by Jediman »

The only thing to remember is that you sem to need to shutdown and then start the server back up again after that.

For whatever reason, after editing and saving the script, and then reloading the JS through the console, the changes weren't picked up.
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Post by sschmaud »

k got it ty
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