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LogicSequence

Lightwave Alien
25 Badges
Sep 25, 2006
452
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I'm trying to create a new gateway mesh for a custom graphical culture. While i've got the model completed and it's basic idle particle effects, i'd like it to use a custom state (or alternatively) a custom state event so that when ships use it to jump i plays a different sound and particle effect. Since the entity used for the gate is defined by the bypass type, i can't assign it a different bypass type without it then being disconnected from all the other gateways. So basically is there a way to mod the vanilla bypass effect so it uses a different state (or state event) based on the graphical culture of the gateway, nodes present, or anything else?

Example:
The vanilla gateway uses:
ftl_ship_effect = "gateway_ftl_ship_effect_entity"

Is there any way to do this with that effect?:
Code:
entity = {
    name = "gateway_ftl_ship_effect_entity"
    
    state = { name = "jump_in" state_time = 1.0 looping = no                            #ONLY VANILLA GATEWAYS
        start_event = { particle = "ftl_in_ship_particle" }
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_in_ship" } }
    }
    state = { name = "jump_out" state_time = 1.0 looping = no                            #ONLY VANILLA GATEWAYS
        start_event = { particle = "ftl_out_ship_particle" }
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_out_ship" } }
    }
    state = { name = "jump_in_2" state_time = 1.0 looping = no                            #ONLY MODDED GATEWAYS
        start_event = { particle = "ftl_in_ship_particle_modded" }
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_in_ship_modded" } }
    }
    state = { name = "jump_out_2" state_time = 1.0 looping = no                            #ONLY MODDED GATEWAYS
        start_event = { particle = "ftl_out_ship_particle_modded" }
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_out_ship_modded" } }
    }
    scale = 1
}
-OR-
Code:
entity = {
    name = "gateway_ftl_ship_effect_entity"
    
    state = { name = "jump_in" state_time = 1.0 looping = no
        start_event = { particle = "ftl_in_ship_particle" }                                            #ONLY VANILLA GATEWAYS
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_in_ship" } }            #ONLY VANILLA GATEWAYS
        start_event = { particle = "ftl_in_ship_particle_modded" }                                    #ONLY MODDED GATEWAYS
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_in_ship_modded" } }        #ONLY MODDED GATEWAYS
    }
    state = { name = "jump_out" state_time = 1.0 looping = no
        start_event = { particle = "ftl_out_ship_particle_modded" }                                    #ONLY VANILLA GATEWAYS
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_out_ship_modded" } }    #ONLY VANILLA GATEWAYS
        start_event = { particle = "ftl_out_ship_particle_modded" }                                    #ONLY MODDED GATEWAYS
        event = { trigger_once = yes sound = { soundeffect = "ftl_warp_jump_out_ship_modded" } }    #ONLY MODDED GATEWAYS
    }
    scale = 1
}