[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007
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I´m having a problem with the script. I accidentaly installed the Script Replacement Addon when using x3. I stupidly didn´t realized that i had it running. I followed your uninstallation process but still can´t use the energy generator when i reinstalled the two scripts. I really blew it.
I would appreciate any help
I would appreciate any help
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u cant use Shift+j that will alwaus use ur standard jumpdrive and requires energy cells, theres no way to change that.
there are 2 commands available however depending on what upgrades you have.
if you have either the Advanced Jumpdrive, or the Jumpdrive and Energy Generator, then you can use the command, Energy Free Jump, which is in the naviational commands, you need naviagtion software mk1 for them to appear.
the 2nd command is if you have the Advanced Jumpdrive and the Targetting Scanners, then you get the jump to position command
there are 2 commands available however depending on what upgrades you have.
if you have either the Advanced Jumpdrive, or the Jumpdrive and Energy Generator, then you can use the command, Energy Free Jump, which is in the naviational commands, you need naviagtion software mk1 for them to appear.
the 2nd command is if you have the Advanced Jumpdrive and the Targetting Scanners, then you get the jump to position command
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OK... I've been thinking about the shift-j problem, and I refuse to believe that we can't find a workaround.
I'm thinking in the direction of leveraging a programmable joystick (or keyboard macro) to get around it. (I figure most people have one.) Rather than trying to tie everything to a single key. You work with two Hotkeys and try to coordinate their behavior with shift-j.
The idea would be to use a macro to execute a sequence of commands that would work in 3 stages.
1. swap out stuff in cargo hold for e-cells. (mark how many are there.)
2. shift J
3. follow up and put original stuff back. (drain shields proportional to how many e-cells were used - if any)
It seems like this would work, as long as there is a way to tell whether or not you canceled the jump, and how long to pause... Are there any events that are called during the Shift-J process?
Dead end idea? Or no?
EDIT:
I suppose the 3 key thing does nothing a 2 key macro wouldn't do. The first key (hotkey) does step 1 and waits. Then shift J. Then the wait ends and does step 3 after an interval. (Have it check for a sudden drop in ecells? If it doesn't happen in a max time, then timeout?)
I'm thinking in the direction of leveraging a programmable joystick (or keyboard macro) to get around it. (I figure most people have one.) Rather than trying to tie everything to a single key. You work with two Hotkeys and try to coordinate their behavior with shift-j.
The idea would be to use a macro to execute a sequence of commands that would work in 3 stages.
1. swap out stuff in cargo hold for e-cells. (mark how many are there.)
2. shift J
3. follow up and put original stuff back. (drain shields proportional to how many e-cells were used - if any)
It seems like this would work, as long as there is a way to tell whether or not you canceled the jump, and how long to pause... Are there any events that are called during the Shift-J process?
Dead end idea? Or no?
EDIT:
I suppose the 3 key thing does nothing a 2 key macro wouldn't do. The first key (hotkey) does step 1 and waits. Then shift J. Then the wait ends and does step 3 after an interval. (Have it check for a sudden drop in ecells? If it doesn't happen in a max time, then timeout?)
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Is it possible to tap into the jump script, so that you know when the jumpdrive has been engaged? That way the jump routine can call Step 3 and clean up the cargo and drain the shields.
Then the only thing would be how to determine if the jump was canceled, (Step 1 switches cargo, shift J -> cancel) so that you could run Step 3 cleanup, and put the cargo back to the way it was.
Unless by some miracle there is an event handler that knows when you cancel out of the galaxy menu?
Then the only thing would be how to determine if the jump was canceled, (Step 1 switches cargo, shift J -> cancel) so that you could run Step 3 cleanup, and put the cargo back to the way it was.
Unless by some miracle there is an event handler that knows when you cancel out of the galaxy menu?
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unfortuatlly theres no way to tell if the jumpdrive has been activated, or if its been canceled, which could cause a problem.
the only way it could work is to detect either that you've got to a different sector, or that ur energy cells have been removed, etc
of course the script wont be able to tell how many ecells is required, so it would have to fill the cargo bay with energy cells
the only way it could work is to detect either that you've got to a different sector, or that ur energy cells have been removed, etc
of course the script wont be able to tell how many ecells is required, so it would have to fill the cargo bay with energy cells
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Wait, if the script knows the target sector, it can find out how many ecells are needed.
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Canceling is the bigger problem anyway. Its no big deal to swap out cargo for ecells, take a count, and then set up a loop to watch for them to drop. (It's only a short term thing - it only lasts as long as it takes you to pick a sector.) Once it drops, you note how much, put everything back and drain shields and the script ends. Your cargo is back to normal right after the jump count starts. I think that would be fine.
It's when the user cancels that it becomes difficult... The user cancels, the loop is still checking... Eventually it has to time out and put the cargo back. But did time run out because the user canceled? Or because they took too long selecting the sector?
You could make the user have to manually cancel... but that's too kludgy. (The first part is already kludgy enough... I just can't think of any other way to do it.)
Anyone have any ideas how to determine if the user canceled the jump?
It's when the user cancels that it becomes difficult... The user cancels, the loop is still checking... Eventually it has to time out and put the cargo back. But did time run out because the user canceled? Or because they took too long selecting the sector?
You could make the user have to manually cancel... but that's too kludgy. (The first part is already kludgy enough... I just can't think of any other way to do it.)
Anyone have any ideas how to determine if the user canceled the jump?
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nope, that shoudln't happen, infact that script shouldn't even exist in the latest version.
i would suggest download and install it again, even if the versions match, then kill all the keepstock scripts.
but leave the lib.cycrow.keepstock.perm
there should be only one of those running
any other keepstock scripts can be removed
i would suggest download and install it again, even if the versions match, then kill all the keepstock scripts.
but leave the lib.cycrow.keepstock.perm
there should be only one of those running
any other keepstock scripts can be removed
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- Moderator (Script&Mod)
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should be right at the top, the first would be something like,
then the next line with be
Code: Select all
skip if get global varible
Code: Select all
return null
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