[Script] DisCo - Disable Collisions (Complex Performance) [V 1.00]

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-Dusty-
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[Script] DisCo - Disable Collisions (Complex Performance) [V 1.00]

Post by -Dusty- » Sat, 15. Mar 08, 18:43

ReadMe wrote: [ external image ] Description:
This small Script disables collisions for player-owned complexes. This can increase game performance greatly in the affected sectors. Framerate can increase up to 800%.


[ external image ] Requirements:
X3 - Reunion Version 2.5
Active ScriptEditor


[ external image ] Installation:
Copy all files located in "scripts" folder into the "scripts"-folder in your X3-Directory. Same with all t-files - copy them from "t" to "t".

Alternatively, use Cycrow's Plugin Manager, and double-click on "Plugin.Dy.DisCo.spk".

You have to enable the ScriptEditor. Change the player's name to "Thereshallbewings" (without " ). The name will be resetted to your old setting. Now save your game and reload.
Note: Activating the Script Editor will create a ***modified*** in your game statistics!

When installed, go to options/controls/interface. Scroll down to "Extensions" and set a hotkey for "DisCo: disable/enable Collisions".


[ external image ] Uninstall:
Open the ScriptEditor, scroll down, select the file "uninstall.plugin.dy.disco", press "r", and press enter twice.


[ external image ] Use:
Select the complex hub as your target. Now press the DisCo-Hotkey. The collisions for the selected complex will no be disabled and you'll get a message. Pressing the hotkey again enables the collisions.
Collisions for all stations connected to the hub will automatically be enabled or disabled, excepting the complex tubes.
DisCo does only work with complexes, but not with single stations!


[ external image ] Information
Version: 1.00
Date: 15.3.2008
Author: -Dusty-

Text files:
448840.xml
498840.xml

Page ID:
8840

Command slots:
-none-

Ship Tasks:
88400

Used library scripts:
-lib.cm.ishub
-lib.cm.stationsofcomplex
by X-Freak Cartman


[ external image ] Contact:
dusty@dustyplace.ch
Have Fun :)

Skite
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Post by Skite » Sat, 15. Mar 08, 18:56

Sorry, but what exactly does this do? Make 'm clippable, or move the stations around?!

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-Dusty-
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Post by -Dusty- » Sat, 15. Mar 08, 19:00

It simply disables collisions for the stations - that means, you can shoot and even fly through the stations.
But the point is, the CPU doesn't have to calculate if they collide with something else anymore. This can increase performance in sectors with big complexes. That's all :)

silenced
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Post by silenced » Sat, 15. Mar 08, 20:04

can they still be targetted ?


if yes: what about OOS attacks by pirates ?

i got it very often that pirates attack stations inside a complex, mostly in akeela's beacon
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-Dusty-
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Post by -Dusty- » Sat, 15. Mar 08, 20:11

They can be targeted, and you can still dock at those stations.

I'm not sure about the OOS attacks, but I guess they can still be damaged, because OOS there are no collisions anyway.

silenced
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Post by silenced » Sat, 15. Mar 08, 20:14

ah yes, right, i totally forgot about that ôô, shame on me

i'll check it out, nice work :)
... what is a drop of rain, compared to the storm? ... what is a thought, compared to the mind? ... our unity is full of wonder which your tiny individualism cannot even conceive ... I've heard it all before ... you're saying nothing new ... I thought I saw a rainbow ... but I guess it wasn't true ... you cannot make me listen ... I cannot make you hear ... you find your way to heaven ... I'll meet you when you're there ...

eladan
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Post by eladan » Sun, 16. Mar 08, 03:42

Interesting discovery, -Dusty-!

This should come in quite useful, especially for the German guys competing for the biggest complex. :)

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s9ilent
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Post by s9ilent » Sun, 16. Mar 08, 07:01

Nice script :)

Extremely nice name :D:D

"Prepare a Disco please"

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Post by jlehtone » Sat, 29. Mar 08, 22:31

@-Dusty-: Were you needing saves for testing? Do you still need them?
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-Dusty-
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Post by -Dusty- » Mon, 31. Mar 08, 17:45

jlehtone wrote:Were you needing saves for testing? Do you still need them?
No, I've already got two, but thanks :)


... but I need an idea: Does anybody know if - and how - complex tubes can be saved into a variable? I've already tried to get them via checking the SectorObjects, but they didn't appear...

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Jaga_Telesin
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Post by Jaga_Telesin » Wed, 2. Apr 08, 04:50

Having a problem when installing the .spk:

"Install Error: Unable to uncompress the file: T/448840.xml"

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-Dusty-
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Post by -Dusty- » Thu, 3. Apr 08, 17:01

Hrmpf. Again the same problem with the Script Installer...


I have updated the package. Please download it again, now the Script Installer file should work too.

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Jaga_Telesin
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Post by Jaga_Telesin » Thu, 3. Apr 08, 19:49

-Dusty- wrote:I have updated the package. Please download it again, now the Script Installer file should work too.
That appears to have worked. :D

Azaniah
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Post by Azaniah » Sun, 7. Sep 08, 03:45

Is the download link to this broken (or more likely it's me)?

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joelR
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Post by joelR » Sun, 7. Sep 08, 03:57

Azaniah wrote:Is the download link to this broken (or more likely it's me)?
I just DLed it so i'm afraid its you :P

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Post by Azaniah » Sun, 7. Sep 08, 12:51

Yeah IE7 doesn't like it - FF3 does.... Thanks :)

MarkusXL
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Post by MarkusXL » Thu, 11. Feb 10, 16:48

Is there any way to disable all collisions in X3R?

It would be great to get around certain problems, esp. in the Main Plot.

For example, could this script be tweaked to accept PlayerShip as the target?

NetHawk
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Post by NetHawk » Tue, 3. May 11, 20:32

Hey everyone, donwload link seems to be REALLY dead now. checked whois.domaintools.com and even they say the domain is unregistered.

So pretty please someone upload this somewhere

dungand
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Post by dungand » Fri, 11. Apr 14, 21:23

New link please?

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