[Script] JumpPoint v1.40b (19/10/2011)

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Aquitaine
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Post by Aquitaine » Wed, 1. Sep 10, 17:42

Any chance we could get an updated version of this to work with the new EMP?

NewEonOrchestra
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x3tc

Post by NewEonOrchestra » Sat, 11. Sep 10, 07:00

I would also like an updated version of this... I very much enjoyed building my own mega-drug sector and building jumpgates to link it around the entire universe.

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vukica
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Post by vukica » Sat, 11. Sep 10, 09:42

Adapting it to work with the new EMP or even without it is not that difficult. The problem is that BinaryBoy is nowhere to be found. And no permission, no script.
Split say NEED MORE FIREPOWER!!

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BinaryBoy
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x3tc

Post by BinaryBoy » Thu, 23. Sep 10, 12:30

sorry for the delay, it's been a while since I checked the forums

hopefully this Jumppoint131.spk will fix it. I re-edited the scritps that use the wares and should remove any ware using the ZA_EMP_BLANK_WARE_CUSTOM17_18 string from the OTAS shipyard.

I'll be investigating this problem a bit more, so all feedback is welcome.
Last edited by BinaryBoy on Fri, 18. Feb 11, 23:40, edited 1 time in total.

Retiredman
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x3ap

Post by Retiredman » Thu, 23. Sep 10, 14:09

Havn't had problems with the script..
Havn't ssen the ZA_EMP_BLANK_WARE_CUSTOM17_18 popup.

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Chobittsu
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Post by Chobittsu » Mon, 18. Oct 10, 10:02

This has saved my mini-empire! Thanks!!!

Mad_CatMk2
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Post by Mad_CatMk2 » Thu, 2. Dec 10, 23:28

Hey BinaryBoy, in my game, the flatpacks are not being removed from the deploying TL.

Possible bug?
I fly an OWP. What about you?

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BinaryBoy
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Post by BinaryBoy » Fri, 3. Dec 10, 07:27

there was a bug, it was still using the old emp ware name to remove flatpacks.

hopefully that should be resolved now with version 1.32
Last edited by BinaryBoy on Wed, 19. Oct 11, 11:50, edited 3 times in total.

hns194
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Post by hns194 » Fri, 18. Feb 11, 21:29

Looks like gamefront took it down, any chance someone could email it to me?

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BinaryBoy
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Post by BinaryBoy » Fri, 18. Feb 11, 23:46

it should be downloadable again.
Last edited by BinaryBoy on Mon, 18. Jul 11, 23:43, edited 1 time in total.

hns194
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Post by hns194 » Sat, 19. Feb 11, 02:04

Thank you very much, excellent script.

Meknor
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Post by Meknor » Mon, 18. Jul 11, 13:36

I have the problem stated already on here, when I deploy a jumppoint it says I dont have any, but I do.


EDIT: Never mind, it was an error conflicting with another mod, I pulled a sneaky one and edited the script so it requires 1 energy cell instead, now it places gates and links them fine :-)

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BinaryBoy
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Post by BinaryBoy » Mon, 18. Jul 11, 23:42

I've modified the script so that it doesn't use the emp ware at all, alternatively it will deduct credits from the player on gate creation.

v1.33
-------
removed flatpacks
removed stock script

if theres any bugs/problems, let me know

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BinaryBoy
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Post by BinaryBoy » Wed, 19. Oct 11, 12:02

I've added an additional feature, 'Convert Gates' to allow you to further mold the gate system as you want, it will work with mods and any gates/TOA's added after game start. the Converter is accessible within the Special>JumpPoint>Gate Converter Command

although I've tested it a alot, I've recently started a new game, and no longer have access to the HUB so cant test it on that sector. I would really appreciate it if people can check that it isn't touching the HUB gates (with any of the Convert commands) thanks.

you can download JumpPoint v1.40b here

Changelog
--------------------------------------------------------------
v1.4b
New Convert gate(s) Feature
cleanup of OTAS Shipyard and Encyclopaedia

Edit: I have access to the hub now and can confirm the converter is working as intended

Midnightknight
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Post by Midnightknight » Fri, 23. Nov 12, 17:52

Was trying to use Salvage and repair to link 2 broken gates together in AP and the scrip wasn't working, so i wanted to give a try to this one, but link is broken.

Anywhere to find it? Does it work in AP? Thank you.

ptb_ptb
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Post by ptb_ptb » Fri, 23. Nov 12, 18:18

Midnightknight wrote:Was trying to use Salvage and repair to link 2 broken gates together in AP and the scrip wasn't working, so i wanted to give a try to this one, but link is broken.

Anywhere to find it? Does it work in AP? Thank you.
The link in the post directly before yours worked just fine for me.

Midnightknight
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Post by Midnightknight » Fri, 23. Nov 12, 18:57

Seriously?

Well don't know when i clik, i go on another website and when i use download now, i got a 403 error and nothing happen.

Actually i simply want to connect destroyed gates together again but don't find anything doing this in AP.

ptb_ptb
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Post by ptb_ptb » Fri, 23. Nov 12, 19:22

Midnightknight wrote:Seriously?
Yup. Here - I put a copy up on 4shared.

Midnightknight
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Post by Midnightknight » Fri, 23. Nov 12, 19:53

Thank you! Don't know why i can't download from the link given by the author, yours work perfectly.

SkyDebris
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Joined: Sun, 6. Jan 13, 21:46
x3ap

Outstanding

Post by SkyDebris » Thu, 24. Jan 13, 01:37

Confirmed appears to be working fine with X3AP.

You'll see a red warning from the plugin manager (if configured for ap) that it's for wrong game (x3tc) but install it anyway and should be good to go.

I've only just dropped my 1st set and linked so haven't tested rest of operations, but this friggin jewel of a mod just made me reverse a near "AP->Delete" ...

Will the Xenon use the gates? Hope so. Looking forward to the ATF suddenly seeing fleets of X rumbling through SOL...

But the real meat of "game saver" for me, as long as AI will use them, is now I can get the traffic I'm after in my sectors. The AI won't even attempt to reach me with vanilla gates due to location. But if they'll use the new gates I'll be creating, allowing them to bypass the danger entirely and just "come on in..." ... man... this'll rule.

Thanks a heap! :)

Updated:
Just outstanding job! I'm in process of linking my isolated main sector to strategic areas all over the universe. Commerce is flowing nicely and I don't have any trade ships in there yet (due to what I provide). But with this awesome mod I can now create the empire I want, how I want, and let races move my goods directly.

Xenon do now pop in to their southern flank with all the new traffic. A modified OWP stands guard at the lone original gate and liquifies all enemy encroachment. I made the OWP cost me 250m which was hugely painful, but it'll pay for itself over time by saving commerce.

Just had to come post back on this mod. Love it so far.
X79 i7-3960X - 6@4.5ghz / 2xEVGA GTX580 / 50" LED HDMI / 16G Quad C / 3x512GB SSD S3 / DeathAdder

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