Starship EVO Wiki
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The Event Gate can read properties of various systems, and produce a logic pulse when it detects that a player-specified event has occured. For example, it can read the movement of mechanisms and produce a pulse when at a certain angle or position, or can read data from the ship core and produce a pulse based on ship heat.

When connected via a Yoke, the Event Gate can also read keys pressed by the player such as mouse clicks or numpad keys. This can be used for keybound landing gear, or firing weapons while in control of a ship. This functionality used to be part of the Hotkey Gate, but that has since been removed and its function added to the Event Gate

Note: The connection via the Link Tool must be set up in this order:

System (e.g. Hinge) -> Event Gate -> Output

Hotkeys[ | ]

When connected to a Yoke, the Event Gate is the link between your ship and your keyboard and mouse.

Link setup: Yoke -> Event Gate -> System (Landing gear, weapon etc.)

Yoke Event Triggers
Source Event Name Function
Is Controlled Sends a logic signal when you enter the Yoke
Is Hotkey 1 Pressed Sends a logic signal when the 1 key is pressed on the keyboard
Is Hotkey 2 Pressed Sends a logic signal when the 2 key is pressed on the keyboard
Is Hotkey 3 Pressed Sends a logic signal when the 3 key is pressed on the keyboard
Is Hotkey 4 Pressed Sends a logic signal when the 4 key is pressed on the keyboard
Is Primary Fire Pressed Sends a logic signal when the primary fire key is pressed (By defauly, this is the Left Mouse Buton)
Is Secondary Fire Pressed Sends a logic signal when the secondary fire key is pressed (By defauly, this is the Right Mouse Buton)
Is Landing Gear Pressed Sends a logic signal when the landing gear key is pressed (By defauly, this is the G key)
Wiki Event Gate Yoke Menu

The Event Gate menu when linked to a Yoke


Event Gate Display Order

The order that each event gate keybind appears on the HUD depends on the number typed in its Display Order. Higher numbers will appear at the top while lower numbers appear at the bottom.

Event Gate Yoke Menu[ | ]

Menu Item Function
Command Label N/A
Listening to: Shows the system the Event Gate is drawing information from. In this case, a Yoke
Event Registered The event that the Gate is currently listening for. Click on this to open a drop down menu and select a new event
Signal Whether or not the signal generated by the gate is Inverted or Normal
Signal Type Can be toggled between a Pulse or Switch
Pulse Length If Signal Type is set to Pulse, you can change the length of the pulse generated here (in seconds)
Fire Group Fire Groups are groups of hotkeys that can be toggled on/off with another hotkey
Display on HUD Dictates whether the Hotkey will be shown on the HUD of the player when they interact with the Yoke. If this is Disabled, the following Menu options are hidden
Default HUD Label N/A
Use Custom HUD Label The player can toggle this to True to edit the label that appears on their HUD for this hotkey
Custom HUD Label Text field for the player to enter their own HUD Label
HUD Display Order Customise the order of hotkeys on your HUD


Mechanisms[ | ]

The Event gate can be used to read the position of various mechanisms. This can be useful in sequencing mechanisms together or in timers.

Link setup: Mechanism -> Event Gate -> Output

Mechanism Event Triggers
Source Event Name Function
[Value] Current Postition Sends a logic signal based on the Rail's position relative to a player specified threshold (in meters)
[Value] Current Postition Sends a logic signal based on the Piston's position relative to a player specified threshold (in meters)
[Value] Current Angle Sends a logic signal based on the Hinge's angle relative to a player specified threshold (in degrees)
[Value] Current Angle Sends a logic signal based on the Rotor's angle relative to a player specified threshold (in degrees)


Wiki Event Gate Piston Menu

Event Gate menu when linked to a Piston

Event Gate Mechanism Menu[ | ]

When the Gate is linked to a mechanism, interact with it to see this menu.

Menu Item Function
Command Label N/A
Listening to: Shows the system the Event Gate is drawing information from. In this case, a Piston
Event Registered The event that the Gate is currently listening for. Click on this to open a drop down menu and select a new event
Condition Check Dictates the type of check the gate runs against the Value Threshold. Selecting Inferior will output a signal when the current length of the piston is smaller than the Value Threshold. Selecting Superior will output a signal when the current length of the piston is larger than the Value Threshold.
Value Threshold Dictates the value the gate will listen for. For example, if the gate is configured for a Condition Check of Inferior and a Value Threshold of 1, this gate will output a signal whenever the piston length is smaller than 1 meter
Value Range The range of values you can choose to listen for, dictated by the length of the Piston/Sliding rail in meters, or the arc available for the Rotor/Piston in degrees. In this case, the Piston has been configured for a travel range of 0 to 2 meters


Computers[ | ]

The Event Gate can be used to read information about the status of vehicles or turrets too for some awesome interactive elements on your creations.

Link setup: Computer -> Event Gate -> Output

Computer Event Triggers
Source Event Name Function
Ship Core

Spaceship Computer

Is Docked to Shipyard Sends a logic signal if the ship docks to a Shipyard
On Docking Request to Shipyard Sends a logic signal when the player requests to dock their ship at a Shipyard
Is in Lightcruise Sends a logic signal if the ship is travelling in Lightcruise mode
Is in Interstellar Travel Sends a logic signal if the ship is travelling in Warp between systems
Is Boosting Sends a logic signal if the ship is travelling in Boost mode
Is Controlled Sends a logic signal if the ship is being controlled by the player
Power Usage Percentage Sends a logic signal based on the current Power Usage Percentage of the ship
Heat Balance Percentage Sends a logic signal based on the current Heat Balance Percentage of the ship
Hovercraft core

Hovercraft Computer

Is Controlled Sends a logic signal if the hovercraft is being controlled by the player
Power Usage Percentage Sends a logic signal based on the current Power Usage Percentage of the hovercraft
Heat Balance Percentage Sends a logic signal based on the current Heat Balance Percentage of the hovercraft
Is Player Manual Controlled Sends a logic signal if the turret is currently being controlled by the player
Is Auto Controlled Sends a logic signal if the turret is active on Auto mode
Is Controlled Sends a logic signal if the turret is being controlled
Has Target Sends a logic signal if the turret is currently tracking a target
Is Firing Sends a logic signal if the turret is currently firing


Event Gate Computer Menu[ | ]

Wiki Event Gate Spaceship Computer Menu

Event Gate menu when linked to a Spaceship Computer

When the Gate is linked to a Computer, interact with it to see this menu.

Menu Item Function
Command Label N/A
Listening to: Shows the system the Event Gate is drawing information from. In this case, a Spaceship Computer
Event Registered The event that the Gate is currently listening for. Click on this to open a drop down menu and select a new event
Signal Whether or not the signal generated by the gate is Inverted or Normal
Signal Type Can be toggled between a Pulse or Switch
Condition Check Dictates the type of check the gate runs against the Value Threshold. Selecting Inferior will output a signal when the current length of the piston is smaller than the Value Threshold. Selecting Superior will output a signal when the current length of the piston is larger than the Value Threshold.
Value Threshold Dictates the value the gate will listen for. For example, if the gate is configured for a Condition Check of Inferior and a Value Threshold of 45.0%, this gate will output a signal whenever the ship heat percentage is smaller than 45.0%


Shipyard[ | ]

You can also read information from the Shipyard and how it interacts with ships coming in to land

Link Setup: Shipyard -> Event Gate -> Output

Shipyard Event Triggers
Source Event Name Function
Shipyard codex

Shipyard

Is Docked Sends a logic signal when a ship docks to this Shipyard
Is Docking Requested Sends a logic signal when a ship requests to dock to this Shipyard
Wiki Event Gate Shipyard Menu

Event Gate menu when linked to a Shipyard


Event Gate Shipyard Menu[ | ]

When the Gate is linked to a Shipyard, interact with it to see this menu.

Menu Item Function
Command Label N/A
Listening to: Shows the system the Event Gate is drawing information from. In this case, a Shipyard
Event Registered The event that the Gate is currently listening for. Click on this to open a drop down menu and select a new event
Signal Whether or not the signal generated by the gate is Inverted or Normal
Signal Type Can be toggled between a Pulse or Switch


Weapons[ | ]

There are a variety of events you can read from a weapon too

Link Setup: Weapon -> Event Gate -> Output

Weapon Event Trigger
Source Event Name Function
Laser weapon codex

Laser

Beam weapon codex

Beam

On Fire Sends a logic pulse when the weapon fires


Event Weapon Menu[ | ]

When the Gate is linked to a weapon, interact with it to see this menu.

Wiki Event Gate Weapon Menu

Event Gate menu with a weapon linked

Menu Item Function
Listening to: Shows the system the Event Gate is drawing information from. In this case, a Shipyard
Event Registered The event that the Gate is currently listening for. Click on this to open a drop down menu and select a new event
Signal Whether or not the signal generated by the gate is Inverted or Normal
Pulse Length You can change the length of the pulse generated here (in seconds)


Seats[ | ]

Link Setup: Seat -> Event Gate -> Output

Seats Event Trigger
Source Event Name Function
Simple seat codex

Simple Seat

Pilot seat codex

Pilot Seat

Sofa codex

Sofa

Ottoman codex

Ottoman

Is Player Seated Sends a logic signal when a player is sat on this seat
On Player Seat Sends a logic pulse when a player sits on this seat
On Player Exit Sends a logic pulse when a player gets up from the seat

Event Seat Menu[ | ]

Wiki Event Gate Seat Menu

Event Gate menu when connected to a seat

When the Gate is linked to a seat, interact with it to see this menu.

Menu Item Function
Listening to: Shows the system the Event Gate is drawing information from. In this case, a Shipyard
Event Registered The event that the Gate is currently listening for. Click on this to open a drop down menu and select a new event
Signal Whether or not the signal generated by the gate is Inverted or Normal
Signal Type Can be toggled between a Pulse or Switch
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