Wormholes are almost identical to T-Gates, with only several differences. Unlike T-Gates, Wormholes can only be linked to a single other Wormhole.
In addition, while jumping through T-Gates costs Credits, Wormholes donít have that cost, but jumping through them can damage a ship and kill off some Troopers.
Wormholes have a pre-designated effect radius within which their gravity starts pulling objects towards its center.
Once an object enters its event horizon, the object jumps through the Wormhole to the other side.
Object has no specific file, but uses the standard assembly (*.asb) file instead.
Its parameters are either assigned in the object's database or directly in the map files.
||Triggered when the object is initially created. Since T-Gates are global objects, they are created when the game world loads up.
||Triggered when the object is interacted with (when its main function is activated)
||Triggered each time PulseTime counts to 0.0
||Triggered when you enter the wormhole\ís effect radius (when it starts pulling you)
||Triggered when you exit the wormhole\ís effect radius
||Triggered when you enter the wormhole itself (start the jump)
||Triggered when you exit the wormhole on the other side
MAP FILE PARAMETERS
Position: -643.10 0.00 107889.50
Rotation: 0.00 0.00 0.00
||Object global position
||Object keyname used for accessing via scripts
||Specific name of this object instance
||Id that shows what other wormhole this one is linked to. Set via the World Editor!
||Set of events with linked scripts