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

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Treach
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Post by Treach » Sun, 19. Aug 07, 20:40

Cycrow, think I figured something out. I modded my game and changed the normal Jumpdrive ware size from M to S, and now the Adv. Jumpdrive works fine on my Jaguar (which can only carry up to S sized wares). You know way more about this than I do obviously, but if I had to guess I'd say that somehow your script or the game adds a normal Jumpdrive temporarily to the ship when using the Adv. Jumpdrive, and somehow this is how a normal one ended up in my Buster, perhaps a script didn't exit cleanly. I've tried a few jumps in my Jaguar and there's no normal Jumpdrive appearing in my freight, but it works fine now. I guess the M5's just weren't designed to have Jumpdrives at all. /shrug Please let me know if that logic is correct.

With that, another question if I may. I can only jump so far with the Adv. Jumpdrive, several sectors away, perhaps 4 or 5 at most. Again I am a complete newb to X3 and scripting, but my guess is that perhaps it is tied to how many energy cells it would normally take if I had a normal Jumpdrive installed? The Jaguar's freight capacity is only 27 or so IIRC, which would roughly match up to a 4 or 5 sector jump if I'm right. Is there any way to extend this further? Perhaps making energy cells take up 0 freight space? Is this even possible? Perhaps this is 'cheating', but it would be nice to be able to jump many, many sectors away and not be hindered by how far a normal jump would take, if that's the case.

Thanks!

Cycrow
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Post by Cycrow » Mon, 20. Aug 07, 02:45

you are correct, in order for the jump to work, the ship must have both the standard jumpdrive, and enought energy cells to work.

what the advanced jumpdrive does, is add the current jumpdrive, and enought energy cells for the jump, but if thet ship cant carry enought energy cells for the jump, then it failes.

the failure can also be due to not being able to install the stanard jumpdrive to the ship.

there isn't any real way around this without modding the game, as the jumps are hardcoded into the game

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Geek
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Post by Geek » Tue, 28. Aug 07, 00:28

I have found another little glitch with the autojump feature. The appropriate command does not show in the additional commands menu.
Instead i see an ugly "readtext xxxx-yyyy".

I figured out why by comparing xml files in the t folder - the translated files (i play the french version) are outdated and do not include the last features.

You may not feel worry about this , as it does not prevent the script from working, but i think i should give you the info.
Right on commander !

eben
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Traders behaving strange with autojump command

Post by eben » Fri, 31. Aug 07, 12:26

Hi there Crycrow,

I'm using your script and it's working fine mostly. But I have a small problem. My station traders working under StationManager script. Do not work properly. What they do is they use your script and jump to the target sector. The they go back towards their station for two sectors using gates. And then finally they jump back to the target sector again. Rinse and repeat in an infinite loop. Needless to say they do not perform well on the economic side.

A similar problem also occurs with escort ships assigned to guard another ship. When the designated ship jumps they jump after but go back a sector by the gates and come back again. *** I figured that one out I think; if the escorts manage to jump before the target ship they fail the check to find the ship to go towards it as the target isn't arrived. So what they do is try to get back to the previous sector to find the target. They check again when they get to a new sector and meanwhile the target ship arrives so they return to the target sector.***

Can you tell me how to fix it? As far as I can tell the StationManager calls !move.movetostation script and your script intervenes during it's execution. But why do they go back and jump again I cannot figure out? *** And I think this one is probably because the original movetostation scripts is targeting a gate for the last move but as your script jumps the ships to the target sector directly they go back in order to pass that final gate but your script jumps them again so they go into an infinite loop.***

*** By the way thanks for completely ignoring my post. I hope this helps anyone who has the same problems and the skills to fix it.***

I'm not a scripter so cannot fix it by myself. I'd appreciate if you or anyone can help.
Last edited by eben on Fri, 5. Oct 07, 10:42, edited 2 times in total.

xxbluedragonxx
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Post by xxbluedragonxx » Fri, 7. Sep 07, 16:07

Can you make a version that does not have the energy generator? Just the Advanced Jump Drive by itself which still needs energy? If you can make the same upgrades including targetting scanner but without free energy that would be great i.e. remove the energy generator upgrade.

Cycrow
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Post by Cycrow » Fri, 7. Sep 07, 20:22

well i could make a new upgrade for a jump to position that uses energy, perhaps 2x the normal energy requirement plus a small amount to start.

making jump to position is actually very easy, its the energy free bit that took all the work to make

xxbluedragonxx
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Post by xxbluedragonxx » Fri, 7. Sep 07, 23:04

That would be really cool if you could make a seperate script/upgrade which is basically jump to position which uses energy. Free energy doesn't seem quite right and it would be nice to have the choice :)

Maybe an upgrade for the normal jump drive which enables jump to position and uses whatever conditions you see fit?

tyvol
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Post by tyvol » Sat, 13. Oct 07, 22:38

Well,

I'm stumped...

Installed your Advance Jumpdrive script (w/Add-Ons).

Running EMP and several other of your scripts (which work wonderfully, BTW!).

In the Argon Equipment Dock trading menu, the Advanced Jumpdrive, Jumpdrive Energy Generator and Jumpdrive Targeting Scanners are all available (for credits, of course).

Ok, I buy them and the credits are deducted from my account.

I then try to do use them, but no dice...

No matter what combination of these items I purchase, the "Energy Free Sector Jump" or the "Energy Free Sector Jump To position" tabs never surface in my ships Navigation menu.

I have plenty of Energy Cells aboard and ample cargo space.

In testing this, I've tried lots of combinations, with and without the standard Jumpdrive installed, but no joy...

I guess there could be a conflict with another script, but your other scripts (Mercenaries Guild, Mass Driver Generator, Pirate Base Locator, etc.), all work just fine!

I'm leaving these scripts installed, just in case I'm doing or have done something wrong and I can some how fix it... They don't seem to have any effect on anything else...

I'd be most grateful for any (!) guidance on this situation...

Cheers!
Bad spellers of the world, UNTIE!

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Geek
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Post by Geek » Sat, 13. Oct 07, 22:51

I think te nav software is also required - did you check that?
Right on commander !

tyvol
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Post by tyvol » Sun, 14. Oct 07, 00:14

Thanks Geek!

Made me think and looking through Cycrow's thorough scripts, he does check for Navigation Command Software.

Good suggestion!

Alas, I do have it installed and it works fine with standard sector jumps with the standard jumpdrive.

All I can think of is that there must be a conflict with some other mod!?

But which one?

Cheers!
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bob hope
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Post by bob hope » Sun, 14. Oct 07, 13:56

ive always wondered, and since this is a script for jumpdrives i thought this may be the best place to ask, is it possible to make a panic jump type script, something like hit a button to automatically jump to a random sector within a certain distance, its always seemed like a good idea, and could be another extension type, maybe coming with the jumpdrive or as a separate entity like a mini jumpdrive with a max distance
About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"

i was born and raised argumentative i dont mean to offend ...... sorry

Cycrow
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Post by Cycrow » Sun, 14. Oct 07, 15:04

i think someones already made such a script.

i've also made an emergency escape script, that will teleport your ship out of battle

Pogi
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Post by Pogi » Sun, 14. Oct 07, 20:29

Hmmmm..I'm having a problem that is strange to me...I am (was) flying that ship found in the
Spoiler
Show
Unkown Sector north of Getsu Fune--Falcon
..When I engage the Advanced Jumpdrive, I loose my ability to fire my weapons and never get them back. :( ..Is this ship bugged?..I did have a full cargo of junk other than e-cells, but on other ships I never needed e-cells to jump using the Advanced Jump... :?

Thanks
X3..The most fun a man can have...With his clothes on.

Cycrow
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Post by Cycrow » Sun, 14. Oct 07, 20:33

its a hardcoding limit that you need energy cells to jump.

the Advanced jumpdrive adds these automatically for it to work
but it also empties your cargo hold to make room for them.

have u checked if the problem is that the weapons have been removed, or are they still there ?

Pogi
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Post by Pogi » Sun, 14. Oct 07, 20:46

Weapons are still there..I "have" noticed the temporary lose of weapons then the quick return on other ships, never had a problem..On this ship though, I even went and emptied the cargo of everything, took the weapons off and flew around with no weapons and then put them back on..They still would not fire..Really weird

edit:
Oh..I had it maxed in shields..4 alpha's and 4 concussion, beta in the back..cargo full with various missles.
X3..The most fun a man can have...With his clothes on.

Tritous
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Post by Tritous » Sun, 9. Dec 07, 11:30

getting a lot of command rejected lines, not sure why. I have room in my cargo (and a few energy cells too).

Is there a cooldown time on this?
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Set a man on fire, he'll stay warm for the rest of his life ;)

Tritous
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Post by Tritous » Sun, 9. Dec 07, 11:51

nm, looks like it doesnt allow jumping to position in the same sector...interseting.

guess my old X2 hunting trick isn't gonna be allowed then :P
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Set a man on fire, he'll stay warm for the rest of his life ;)

Cycrow
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Post by Cycrow » Sun, 9. Dec 07, 15:32

Tritous wrote:guess my old X2 hunting trick isn't gonna be allowed then :P
and thats the reason it was disabled ;)

didn't want it to be too ovly powerful allowing you to jump anywhere you like

Tritous
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Post by Tritous » Mon, 10. Dec 07, 02:29

lol, indeed.

Still good enough for my liking. Particularly nice when you can call in your ole scrap ship within 2km of the wares and set them to collect while you keep fighting the xenon. (note to self, invest in some longer ranged weapons...)
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

lnvader
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Post by lnvader » Thu, 17. Jan 08, 05:35

Is Cycrow's site down? Im getting 404 not found on all links. =(

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