As written in the headline, I would like to know if it's possible to completely disable and re-enable Super Highways. Or if it is possible to rebuild existing superhighways via script after their destruction?
I have already tried a few things, using as a test object the superhighway in Savage Spur.
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<find_highway name="$SaSpSector1Highway" macro="macro.SuperHighway01_Cluster112_macro" space="player.galaxy" required="true" />
<set_object_active object="$SaSpSector1Highway" activate="false" />
But the superhighway is still selectable, and the gates still exist.
Even, if i "hide" the gate(s):
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<find_object groupname="$HighwayGates" name="$HighwayGate_001" space="macro.cluster_112_sector001_macro" macro="macro.he_gen_superhighway_entrance_01_macro"/>
<find_object groupname="$HighwayGates" name="$HighwayGate_002" space="macro.cluster_112_sector002_macro" macro="macro.he_gen_superhighway_exit_01_macro"/>
<do_for_each in="$HighwayGates" name="$CurrentGate">
<set_object_active object="$CurrentGate" activate="false"/>
</do_for_each>
With this way, it is still possible as a player to directly fly through the superhighway.
Therefore, I tried it differently. Destroy and rebuild.
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<destroy_object object="$SaSpSector1Highway" />
But how do I recreate the superhighway again?
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<create_object macro="macro.SuperHighway02_Cluster112_macro"></create_object>
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<create_object name="$SaSpSector1Highway_re" groupname="$SaSpSector1Highway_Group" space="player.galaxy" macro="macro.SuperHighway02_Cluster112_macro" owner="faction.yaki">
<position object="SaSpSector1Highway" x="0m" y="0m" z="0m"/>
<rotation value="SaSpSector1Highway.rotation"/>
</create_object>
In both cases I even played with the gate zones ( macro.tzoneCluster_112_Sector001SHCon6_GateZone_macro ) but that didn't work either.
Does anyone have an idea or even solution for one way or another? Or an alternative at hand?