[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007

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

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

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

hmm, ill have to have a llok, unless that slot in emp is wrong for whatever reason.

the prices should be
Jumpdrive Energy Generator - ~7million
Advanced Jumpdrive - ~9million
Jumpdrive Tragetting Scanners - ~17million
Yellowman
Posts: 627
Joined: Mon, 3. May 04, 12:54
x4

Post by Yellowman »

Can i do something about it?? can i ajust it in the script editor or something?

Wait i make a screenshot..

http://www.desertrabbits.com/yellowman/ ... n00079.jpg
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

theres no way to change the price in the script editor, ill take a look, and if its still 14million, ill move it to another ware slot
Blueman
Posts: 715
Joined: Sat, 24. Apr 04, 09:09
x3tc

Post by Blueman »

Yellowman, is that a Sandercorp ship?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

ok, i've updated it the price, it should be the right price now :)
Yellowman
Posts: 627
Joined: Mon, 3. May 04, 12:54
x4

Post by Yellowman »

Thankx Cycrow i will check it out tnx! :)
Yellowman
Posts: 627
Joined: Mon, 3. May 04, 12:54
x4

Post by Yellowman »

All right the price is good now only a little bug but it's not soo super bad :wink:

http://www.desertrabbits.com/yellowman/ ... n00080.jpg
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

hmm, strange, it should have removed them
when i test it on mine it removed the old wares from both the station and ships and credited you for them

but it sohuldn't really effect anything
Yellowman
Posts: 627
Joined: Mon, 3. May 04, 12:54
x4

Post by Yellowman »

No thats why i said it isnt super bad.

But after a few tests i can report a few little things

1. Sometimes the shields dont return
2. Sometimes the lasers do not return
3. If u abort the jump u lose all the cargo inc shields and lasers

And when i jump to an other sector they are there again (accept number 3 they are permenantly removed).

My suggestion to u is pls remove that the shields and lasers ar down when u jump. I dont know what u think but i think that is the best.
Yellowman
Posts: 627
Joined: Mon, 3. May 04, 12:54
x4

Post by Yellowman »

''My suggestion to u is pls remove that the shields and lasers ar down when u jump. I dont know what u think but i think that is the best.''


Well Cycrow could u pls do that for me??
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

wwell, the shields down was designed, as the jumpdrive uses the shield energy to jump

if you dont want it, just delete the plugin.advjump.shields.xml from the scripts directory and it will no longer do it.

the aborting of jump is because to make the jump, it removes your cargo to make room for the energy cells it requires to jump, so it you quite the script in the middle, it doesn't add them back.

althou i could make it work better by having a watch script to check this, i might do this later
Yellowman
Posts: 627
Joined: Mon, 3. May 04, 12:54
x4

Post by Yellowman »

All right thank u for ur help.. :)
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Update 1.30

Post by Cycrow »

V1.30
* Changed shielding draining, shield restores straight away after jumping now
* Improved freeing up cargo hold, goods are place back in cargo during the jump not at the end.


the cargo gets put back as soon as the jump starts now, so its almost instant, this should remove the problem with cancing mid jump and not getting ur cargo back, and not having weapons after the jump.

Also added an addon to replace the existing jump scripts to use the Advanced jumpdrive for any scripts that use it.
check the first page for download
DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain »

Your talents cease to amaze me Cycrow :thumb_up: I definitely have to try this one out as I currrently use the Gateless Jumpdrive in my M0. The Advance Jumpdrive is most certainly more realistic to using the ship's resources for generating a jump.

Next thing I know you'll be developing a tractor beam specific for the carriers that will pull in an unmanned ship into their docking bays :D Boy!!! would that be a sight especially on a M0 or the M1.
Another one bites the dust!!

DarthVain
DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain »

@Cycrow. Excellent script. :thumb_up: I've tested it out and works with no problem. The only concern I have is that all the shield energy is drained when I come out of the jump. Now, I used it on my M0 (Leviathan) which has 30GJ worth of shields. Would it be possible that the shield loss be adjusted to lets say only 60% loss?

The reason for that is that If one jumped into an enemy sector, you wouldn't have a chance to protect yourself if you had no shield strength at the very start especially if you had a stack of m3's with HEPTS firing at you.. Even though the shields start re-generating straight away, it takes quite some time to get reasonable strength. Ships with lesser shielding would have no hope. At least I don't believe so.
Another one bites the dust!!

DarthVain
User avatar
Stevio
Posts: 2271
Joined: Sat, 4. Jun 05, 10:36
x3tc

Re: Update 1.30

Post by Stevio »

Cycrow wrote:V1.30
* Changed shielding draining, shield restores straight away after jumping now
it should restore after jumping :wink:
DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Re: Update 1.30

Post by DarthVain »

Stevio wrote:
Cycrow wrote:V1.30
* Changed shielding draining, shield restores straight away after jumping now
it should restore after jumping :wink:
Ah!! Stevio, I have V1.30 and when I jumped to the next sector, the shields were 0 then started restoring straight away but getting from 0 to a reasonable shield strength still takes a while and that is what I'm concerned about.
Another one bites the dust!!

DarthVain
User avatar
Stevio
Posts: 2271
Joined: Sat, 4. Jun 05, 10:36
x3tc

Post by Stevio »

ah yes i see what you mean now, especially with big ships its a bit too much,

Cycrow > i believe there is but i will ask anyway.

is there away to take a certain amount of sheild energy depending on what ship class it is?

because you certainly won't need 30GJ to jump an M0

i.e: two thirds of their sheild power

M5 -> 2MJ
M4 -> 10MJ
M3 -> 50MJ
and so on


cheers stevio
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

yes its possible, of course, i never really took into account the amount of shields on m0's :P

for capitol ships, ill make it put some shield energy back straight after the jump so the recharging doesn't take as long
Yellowman
Posts: 627
Joined: Mon, 3. May 04, 12:54
x4

Post by Yellowman »

Thanks Cycrow for updating the script.

can i still remove the Shield file when i dont want them too go down??

Return to “X³: Reunion - Scripts and Modding”