How to disable the afterburner proximity alert?

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Charlie Whiskey
Posts: 1728
Joined: Thu, 11. Mar 04, 10:37
x3tc

How to disable the afterburner proximity alert?

Post by Charlie Whiskey » Thu, 29. May 08, 10:58

I don't know what earned this feature its existance, because almost everytime I hit that AB engage button I'm in a tight spot and I need to get out of trouble NOW. The last thing I want is a computer that says no because I'll crash into the gate behind me.

I tried editing the (signed) script myself, but the next time I load the game the changes got overwritten? What can I do to make my changes permanent?
"WhiskeyCorp - The universe's local monopoly" (TM)

User avatar
Carlo the Curious
Posts: 16999
Joined: Mon, 5. Mar 07, 22:03
x4

Post by Carlo the Curious » Thu, 29. May 08, 16:41

When you edit a script in the script editor it saves as an xml file (in the scripts directory), but as it's part of the bonus pack the afterurner script also has a packed (pck) file - pck files are loaded in preference to xml files.

What you need to do is make your changes, then move/rename the pck to something else so the game loads your version instead.

zazie
Posts: 3702
Joined: Mon, 7. Mar 05, 14:55
x4

Post by zazie » Fri, 30. May 08, 12:02

Could you show me what you have done in the file ? I would like to make a similar change.
Benutzer in diesem Forum: Keine

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 2. Jun 08, 16:55

just abit of advice, if you do make such a change. i would stick to using the manual afterburner.

as if you use the auto afterburner in a tight space, you can end up with ur ship doing strange things, which is the reason for the proximity in the first place.

this is due to the way the afterburner sets its full speed due to the limits of scripts.

the manual afterburner doesn't have this problem as it doesn't need to set the ships speed.
you can use it followed by tab for the same effect as the auto afterburner

Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter » Mon, 2. Jun 08, 19:32

What is the difference between the manual and auto afterburner?

User avatar
Carlo the Curious
Posts: 16999
Joined: Mon, 5. Mar 07, 22:03
x4

Post by Carlo the Curious » Mon, 2. Jun 08, 20:48

Manual just adjusts your maximum speed, auto accelerates to maximum as well.

Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter » Mon, 2. Jun 08, 21:41

... ok then.
I suppose i never noticed...

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Tue, 3. Jun 08, 00:45

as you cant set the speed of the ship via scripts, i used the autopilot to accelerate the ship automatically.

however, the autopilot doesn't always like tight spaces, especially when in tight spaces, and it ends up swimming around and getting confused. Or just doesn't adjust the speed correctly.

zazie
Posts: 3702
Joined: Mon, 7. Mar 05, 14:55
x4

Post by zazie » Wed, 4. Jun 08, 12:10

Happy to hear that there is a solution for the odd "proximity alert"-problem, but I haven't understood it :)

I have put the top-left §-key as a trigger for the Afterburner. If it works then the speed-limit of the ship (in middle of the screen) is set to the higher value (i.e. 371 instead of 152 for my Kea). I hit TAB and the ship is on new top-speed.

But in proximity of gates, stations or similar the §-key has no functionality, the "proxalert-Message" makes the AB rather useless. Again: what do I have to "fiddle" in the scripts to eliminate the "proxalert"? Thanks for your help, I am a script-illitterate.
Benutzer in diesem Forum: Keine

armito
Posts: 5
Joined: Thu, 23. Jun 11, 06:22

Post by armito » Mon, 18. Jun 12, 08:57

I was able to greatly reduce the limit of the distance between the ship and any stations/asteroids before you get that annoying proximity alert. This is a bit late, but this game has always been fun.
Here's how I did it:
(1) Assign the afterburner to a hotkey (I'm using the manual mode--haven't tried the auto mode yet)
(1) Go into the script editor
(2) Locate plugin.afterburn.switch
(3) Scroll down until you see: * Check Proximity To Station
(4) My line 116 says "if $dist <= 5000" CHANGE 5000 TO A SMALL NUMBER LIKE 20
(5) Scroll down a little more. Read the code. Right around line 121, you should see something like ...refobj=[THIS] maxdist = 5000.... then around line 122 you should see the same thing... CHANGE 5000 TO 20
(6) Scroll down to about line 153... look for the line $dist = get distance between [PLAYERSHIP] and [THIS] skip if $dist > 50000....... CHANGE 5000 TO 20


That's all. Basically I modified the number anywhere it had a logic test to measure distance between the ship and some other object. It looks like you can easily modify how much energy it draws... but that's going overboard for me... I just wanted to have an instant afterburner. It also looks like you can easily modify the afterburner cooldown from this script.

armito
Posts: 5
Joined: Thu, 23. Jun 11, 06:22

Post by armito » Mon, 18. Jun 12, 09:33

I also found a workaround for the cooldown.

(1) Get back into script editor
(2) go to plugin.afterburner.switch
(3) go to line 59 * check if still in cool down period
(4) look for "if $cooldown > $time ...
(5) edit that line to make it " if $cooldown > $time + $cooldown" Adding the extra $cooldown creates a fallacy. I can now turn the afterburner on and off right away.

zazie
Posts: 3702
Joined: Mon, 7. Mar 05, 14:55
x4

Post by zazie » Mon, 18. Jun 12, 16:53

Hey, thanks for that. I never thought that I will ever get an answer - and I wouln't have believed that I am still active more than four years later :mrgreen:

armito
Posts: 5
Joined: Thu, 23. Jun 11, 06:22

Post by armito » Thu, 21. Jun 12, 08:08

Hey! But, I have a problem with these directions that I wrote. After I leave the game, the script doesn't save! Why doesn't my script save? I am using Roguey's Mod (if that makes any difference).

I suppose I could modify the script every time i enter the game, but that is so lame... there's got to be a way to permanently save the script so that it is ready to go every time I start the game.

--Cheers!

armito
Posts: 5
Joined: Thu, 23. Jun 11, 06:22

Post by armito » Thu, 21. Jun 12, 08:12

Carlo the Curious wrote:When you edit a script in the script editor it saves as an xml file (in the scripts directory), but as it's part of the bonus pack the afterurner script also has a packed (pck) file - pck files are loaded in preference to xml files.

What you need to do is make your changes, then move/rename the pck to something else so the game loads your version instead.
I'm going to try this... Maybe then my script will save and be ready every time i load the game!

armito
Posts: 5
Joined: Thu, 23. Jun 11, 06:22

Post by armito » Thu, 21. Jun 12, 08:19

OH SWEET! :D :D :D It totally worked! So all you gotta do is follow the directions that I posted. Then, navigate to your scripts folder. Then, you'll see a plugin.afterburn.switch XML file and the original PCK file... Just move the PCK file to a backup folder and leave the XML file. Now the afterburner is ready to go every time you start the game! so excite.

zazie
Posts: 3702
Joined: Mon, 7. Mar 05, 14:55
x4

Post by zazie » Fri, 27. Jul 12, 08:37

zigawen6 wrote:New York Asian Escort
OK, this is waaayy off topic, but this spam makes me think about hidden semantics of "NY Escort" and "afterburner proximity alert" :gruebel: :mrgreen:

Post Reply

Return to “X³: Reunion - Scripts and Modding”