[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007
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theres actually no easy way a scripter can change it either.
there are 2 ways to change the requirement, either create a new mod and edit the values, or via scripts and change the ware o use a different one with a lower notoriety version, but that means changing all the references to the objects in the script
the reason the rep was changed, because the was a problem with the prices, so i had to move it to the next block of EMP wares, which had increased rep.
however, i am planning on changing the energy genertor, so it requires less rep
there are 2 ways to change the requirement, either create a new mod and edit the values, or via scripts and change the ware o use a different one with a lower notoriety version, but that means changing all the references to the objects in the script
the reason the rep was changed, because the was a problem with the prices, so i had to move it to the next block of EMP wares, which had increased rep.
however, i am planning on changing the energy genertor, so it requires less rep
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Ive seen ships I've told and equiped with NORMAL JD's and energy, to follow a single ship, and when I told that ship to jump, the follwers were 2-3 sec's behind it.
Don't know, if they'd follow the player, will have to check that out, specially with the advanced JD.
Don't know, if they'd follow the player, will have to check that out, specially with the advanced JD.
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That's the one Cycrow. Ships will jump when they follow or protect you but only when using the standard in-game "jump to sector" command. The ships then appear through the gate same as player ship. I'd really like to have the support ships jump to a selected point that the playership has plotted when the Advanced Jumpdrive is used. Something maybe likeCycrow wrote:you mean so your followers will jump too ?
althou im not certain, if you have the addon, then they *should* also jump
but i look at it and make sure it definatly works
"Jump with me" command which could be activated for each ship in one of the action slots in the command setup.
Another one bites the dust!!
DarthVain
DarthVain
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I gave the ship I had being followed a Jump and Dock at Station command, the followers followed and went to the station with it. But standard JD is what they used.
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i see what y ou mean FADMFred you want them to jump with the targgetting scanners to a selected position ?
i will add that in the next version.
Jakesnake, do u have the addon installed as well, that addon overrights the standard jump scripts so when you use the jump commands it wil use the advanced jump drive if its installed
i will add that in the next version.
Jakesnake, do u have the addon installed as well, that addon overrights the standard jump scripts so when you use the jump commands it wil use the advanced jump drive if its installed
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Means you'll have to copy the standard JD script and put in a conditional check for the advanced, and the setup overriding the standard with your's.
Not abnormal, people do that all the time. Just so long as it doesn't conflict with any other script, should work.
Not abnormal, people do that all the time. Just so long as it doesn't conflict with any other script, should work.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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and thats exactly what this does
it also means the NPC's that use jumpdrives will make use of the Advanced jumpdrive, including station trader and sector trader scripts
Script Replacement Addon:
Download - Mirror 1 - Mirror 2
because it overrides the standard scripts, i put it as an addon rather than as part of the main script
it also means the NPC's that use jumpdrives will make use of the Advanced jumpdrive, including station trader and sector trader scripts

Script Replacement Addon:

because it overrides the standard scripts, i put it as an addon rather than as part of the main script
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Love your work Cycrow!!!
I've got a question; I’ve added some code in the plugin.advjump.cmd.pos.xml file to be able to jump directly next to a station or ship without the proximally alert.
I did this by adding a while loop that adds 1000 to the pos[2] (z) every time the check script returns a false. To prevent an infinite loop or to far range it only does it max. 10 times, after that it will return the proximally alert. Are there any side effects doing this method?
Or is there another why using your scripts to jump freely without marking a position first?
Thanks in advance.
I've got a question; I’ve added some code in the plugin.advjump.cmd.pos.xml file to be able to jump directly next to a station or ship without the proximally alert.
I did this by adding a while loop that adds 1000 to the pos[2] (z) every time the check script returns a false. To prevent an infinite loop or to far range it only does it max. 10 times, after that it will return the proximally alert. Are there any side effects doing this method?
Or is there another why using your scripts to jump freely without marking a position first?
Thanks in advance.
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actually the check isn't required at all, as the set position command already does a check, and if somethings in the way, it will set your position to some free space close.
so just seting the exact position you choose will work
the reason i added proximity check, was for because it just prefered it working that way
so just seting the exact position you choose will work
the reason i added proximity check, was for because it just prefered it working that way
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That's strange, when i'm using it i get the message warning proximity alert and nothing else happens. although if i target a energy cell or small object the jump does start. I'm currently using the latest version 1.30
If i first store the ships location the use the hotkey to jump to the stored location everything works fine. but what i try to achieve is to jump to non stored locations. and the only way i managed to do so far is by modifying the plugin.advjump.cmd.pos.xml file.
It's very likely i'm doing something wrong, but i can't figure out what.
Regards,
If i first store the ships location the use the hotkey to jump to the stored location everything works fine. but what i try to achieve is to jump to non stored locations. and the only way i managed to do so far is by modifying the plugin.advjump.cmd.pos.xml file.
It's very likely i'm doing something wrong, but i can't figure out what.
Regards,
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since I only checked the posclear script i wasn’t aware that you also do a check when performing the jump
. anyway thanks for the info.
Nevertheless I also think the proximity alert is a nice feature
so I’m planning to leave the poscheck script alone but modify the Y axis +1000 while there's an object. using a boolean to remember if the position has changed, if true send the message proximity alert then use the modified pos to jump.
Again thanks a lot for your advice, and keep up the great work your doing
I Admire your work
Cheers,

Nevertheless I also think the proximity alert is a nice feature

Again thanks a lot for your advice, and keep up the great work your doing

Cheers,
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*Finally* got around to trying this. It's handy, except for the losing shields bit. I prolly won't use it as such. Losing 8GJ (ie ALL) your shields jumping your carrier into a hot zone is a bit daft. I could live with it if it took a % of them away, like 25-50. The recharge time on 8GJ of shields is rather slow...
Love the idea tho. Does the store command/hotkey store more than one?
Love the idea tho. Does the store command/hotkey store more than one?
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I’ve just got into X3 but the slow moving from one part of the universe to another is killing me. I’ve got an M3 with limited space in the cargo hold available for energy; I thought this script would be the answer to this annoyance but the Jumpdrive Energy Generator costs an extortionate amount of credits and requires a level of recognition beyond my current. I despise all forms of slow travel in computer games, I want to use every moment of my game time doing something fun, and so zipping around the universe with no restrictions would, for me, make this game awesome.
How can I drastically reduce the cost and lower the required recognition level so I can buy and use it right from the beginning of a new game? I’ve tried looking around the files for a “cost” field or something similar but I’ve only ended up frustrating myself, I’m smashing my head over my keyboard on this one, please help.
How can I drastically reduce the cost and lower the required recognition level so I can buy and use it right from the beginning of a new game? I’ve tried looking around the files for a “cost” field or something similar but I’ve only ended up frustrating myself, I’m smashing my head over my keyboard on this one, please help.