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

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argon_emperor
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Post by argon_emperor » Mon, 18. Aug 08, 08:55

Tritous wrote:there is also a command slot clash with XTM : the auto jump command slot (1237 I think offhand)

incidently you also have a command slot clash with the bounty hunter's claim bounty command (something like 1224)
You sure? I run XTM as well, and I have no conflict. Only conflict between Cycrow's scripts and XTM that I've found are the Mercenary Guild (turning in your bounty, or something like that) and the Homebase commands.

Of course, there is the little problem with the Auto-jump command that occasionally it just deactivates itself, but not too often.

@drakend: Are you INSANE?! 9mil might not sound much, maybe not even when you add the extra 17mil for the targetting sensors, but when you take that combined 26mil and start putting them on every M7 and above you own, and half your freighters as well, it gets very expensive, far more so than the cost of have e-cells and doing standard jumps. It actually takes a while to pay itself back. I would be willing to say he's got the right pricing for this piece of equipment. :wink:

drakend
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Post by drakend » Mon, 18. Aug 08, 10:29

argon_emperor wrote: @drakend: Are you INSANE?! 9mil might not sound much, maybe not even when you add the extra 17mil for the targetting sensors, but when you take that combined 26mil and start putting them on every M7 and above you own, and half your freighters as well, it gets very expensive, far more so than the cost of have e-cells and doing standard jumps. It actually takes a while to pay itself back. I would be willing to say he's got the right pricing for this piece of equipment. :wink:
No I'm not insane! :D
I think the energy free warp drive should be something very costly because the advantage you gain just by having it is enormous... you can travel across the galaxy for free! With very vast fleets it means automatic victory. A device like that should be avaiable only for the owner of large empires... for example I have 3.8b in my bank account and I don't mind spending money, 0.1b are nothing at this level.
Beginners would have to use the regular jump gates, while the middle class users have the jumpdrive. The advanced jumpdrive is only for advanced users imho, like its name implies... :D

argon_emperor
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Post by argon_emperor » Mon, 18. Aug 08, 10:39

drakend wrote:
argon_emperor wrote: @drakend: Are you INSANE?! 9mil might not sound much, maybe not even when you add the extra 17mil for the targetting sensors, but when you take that combined 26mil and start putting them on every M7 and above you own, and half your freighters as well, it gets very expensive, far more so than the cost of have e-cells and doing standard jumps. It actually takes a while to pay itself back. I would be willing to say he's got the right pricing for this piece of equipment. :wink:
No I'm not insane! :D
I think the energy free warp drive should be something very costly because the advantage you gain just by having it is enormous... you can travel across the galaxy for free! With very vast fleets it means automatic victory. A device like that should be avaiable only for the owner of large empires... for example I have 3.8b in my bank account and I don't mind spending money, 0.1b are nothing at this level.
Beginners would have to use the regular jump gates, while the middle class users have the jumpdrive. The advanced jumpdrive is only for advanced users imho, like its name implies... :D
I suppose that's a fair point, but most people wouldn't agree with you, at least not on the scale you're talking about, so you'd probably have to go about making that kind of cost-calculating script yourself. But I do see where you're coming from, it's just my personal opinion to disagree with you on this point.

Tritous
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Post by Tritous » Mon, 18. Aug 08, 13:02

if you check the script installer for resources used you will find 2 clashes with cycrows scripts.

The autojump command clashes with the XTM group jump field. The two results of this are:
1: the autojump keeps turning off
2: watch carefully and you'll sometimes find what when a ship autojumps, all ships withing 5km of it jump with it. This can be annoying if you dont expect it
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drakend
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Post by drakend » Mon, 18. Aug 08, 13:31

Tritous wrote:2: watch carefully and you'll sometimes find what when a ship autojumps, all ships withing 5km of it jump with it. This can be annoying if you dont expect it
Uhm this bug is nice tough... I have in mind just two or three possible usages... :D

Tritous
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Post by Tritous » Mon, 18. Aug 08, 22:26

not so nice when a ship you dont want involved gets pulled into a fight with you, and not so nice when you dont get the functionality of the jump replacement like you wanted.

I suspect simply assigning another command slot in the t file is enough to sort ot, but I don't know the scripting language well enough to be sure
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 ;)

drakend
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Post by drakend » Tue, 19. Aug 08, 09:20

Tritous wrote:not so nice when a ship you dont want involved gets pulled into a fight with you, and not so nice when you dont get the functionality of the jump replacement like you wanted.

I suspect simply assigning another command slot in the t file is enough to sort ot, but I don't know the scripting language well enough to be sure
Yes it is an unpleasant bug of course, I was only joking before. Anyway I have the very same bug you have: but there is another dude, with XTM installed, who hasn't the problem. Maybe it is another script, I don't understand... :?

argon_emperor
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Post by argon_emperor » Tue, 19. Aug 08, 12:06

drakend wrote:
Tritous wrote:not so nice when a ship you dont want involved gets pulled into a fight with you, and not so nice when you dont get the functionality of the jump replacement like you wanted.

I suspect simply assigning another command slot in the t file is enough to sort ot, but I don't know the scripting language well enough to be sure
Yes it is an unpleasant bug of course, I was only joking before. Anyway I have the very same bug you have: but there is another dude, with XTM installed, who hasn't the problem. Maybe it is another script, I don't understand... :?
Hrm, I do remember something about there being a clash with that command, but it hasn't come up in the Plugin Manager for quite some time now, so I'm not sure what's happened. I certainly haven't changed what command slot any use (I haven't gotten round to learning that yet), so I really have no idea why the conflict disappeared. But needless to say, I like not having conflicts, as the old saying goes, "You should never look a gift horse in the mouth."

Tritous
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Post by Tritous » Tue, 19. Aug 08, 15:18

Well I definately know the clash is with this and xtm. the plugin manager confirms it, and checking the text files confirms it
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H5N1
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Not working on the Titan

Post by H5N1 » Mon, 25. Aug 08, 15:55

Hi Cycrow,
Thanks for all of your scripts, they do a fantastic job and are appropriately priced.
I have AJD on a Caiman SF doing CAG for my "every weapon possible complex" and with the AJD he handles all of the purchasing products superbly.
Reading the thread here explains why sometimes he comes back with some shield missing *duh!*

I have it on my M7, works fine, although when I install the AJD on my Titan, the computer says that "this product is not compatible with this ship" and keeps repeating until I order the ship to do something else.

I have "Auto AJD jump" set in commands so that I just click on a station in a sector and I will jump to the middle of the sector; works with my M7 but not the Titan.
Is it not compatible with the Titan or is there something I'm not doing right? I have been reading that you need cargo space in order for it to work, how much space do you need? I'll admit the Titan is pretty chock full of all compatible lasers so it can do swap out during a firefight.

I like the fact it doesn't shoot GPPC at little M5 Xenon fighters....
Anybody going into a firefight where there are little fighters would do well to throw 10 Alpha Flak arrays in the hold, cleans them out in seconds.

If there is no answer, would it be best to have a normal Jumpdrive and put a JD Energy Generator on board? How far can you jump with that?
I do Merc missions and generally jump in with 2 Titans, my M7 and a Nemesis to clean house, it's starting to get annoying to have to constantly resupply energy to the Titans.

Thanks,


UPDATE: It seems now that it is working fine. I ended up having a JD and a AJD on the Titans, now they seem to be operating normally. I guess I was doing something wrong in Argon Prime with proximty or something like that. They follow me now where ever I go in my M7.

Seeing two Titans jump in at the same time into the middle of a sector is something to see!! :lol:

draffutt
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Post by draffutt » Fri, 29. Aug 08, 03:47

With cycrows blessing i am posting my fix/update to adj.

http://www.4shared.com/file/60883399/f3 ... 82007.html

What is changed:

Fixed the issue with Missing Cargo/Jumpdrive disappearing when cargo hold near full

Removed the command from fighter drones

Fixed an issue with power requirements. Now power requirements are as intended for all ships classes including the M7.

Fixed and issue with the uninstaller

Known issue:

As some of you have found out there is a command conflict with the Autojump feature and XTM's jump field. I have left this as is as cycrow intended for this script.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

sanju
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Post by sanju » Mon, 8. Sep 08, 18:12

Is this compatible with XTM 0.7.3 and CEMP 2.01? I have all these scripts installed:

Community Extended Mod Pack 2.01
Xtended Mod Scrpits 0.7.3
x0ne Turret Control Systems(TCS) 1.02
Advanced Jumpdrive 1.50
Advanced Jumpdrive-Script Replace Addon 1.10


Plugin Manager says there are 2 possible Command conflicts.These are:


SHIP_27
7212 Xtended Mod Scripts
7212 Xtended Mod Scripts


and

SHIP_36
7212 Xtended Mod Scripts
7539 Advanced Jumpdrive

Tritous
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Post by Tritous » Wed, 10. Sep 08, 21:26

it clashes with the XTM aran group jump command yes, and incidently the bounty hunter guild clashes with xtm too. the clash is minor, but can have odd behavior when you have autojump set
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 ;)

sanju
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Post by sanju » Wed, 10. Sep 08, 23:20

Thank You.

dcmwai
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Post by dcmwai » Thu, 9. Oct 08, 19:06

Thank for the update

However, I still have the cargo lost (FULL) when using this latest script...

What do you think it might be?

clowe2
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jump to position

Post by clowe2 » Sat, 11. Oct 08, 12:59

First things first awesome script as always Cycrow i have pretty much all of yours activated in my game.

I read earlier in the posts that there was a problem that i've experienced too with other ships with the jump to position extension jumping to the centre of the sector rather than to a position. Is there any way to fix this? it's especially annoying when my escorts jump to the centre of the sector in an assassination mission. any advice or help would be appreciated :D

draffutt
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Post by draffutt » Sun, 12. Oct 08, 03:15

dcmwai wrote:Thank for the update

However, I still have the cargo lost (FULL) when using this latest script...

What do you think it might be?
i have a pretty good idea what is causing that. but i honestly have no desire to fix that since when i used to play i never let my ships use all the cargo space. so i never tested what would happen.

so my workaround suggestion to you is this. depending on the size of the ship and what distances you plan on jumping on average. keep around 50 to 100 cargo units M/T for the energy generator so it can create the energy cells needed to make the jump.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

ophion
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Post by ophion » Fri, 25. Dec 09, 17:35

hi guys been using adv jumpdrive for a long time
al was well but resently i got a bug
when i fly to sector far away whith autojump on
the auto pylot engade and the i get a message saying sector is out of reach
plus the ship computersays this missile is not compatible with your ship

did reinstall
installed only adv jumpdrive ,emp and lv cheats
tried again same problem
i have jump drive energy generator

i don`t get it.

help would be much apreciated

(exuse my english)

Cycrow
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Post by Cycrow » Fri, 25. Dec 09, 21:57

ophion wrote:hi guys been using adv jumpdrive for a long time
al was well but resently i got a bug
when i fly to sector far away whith autojump on
the auto pylot engade and the i get a message saying sector is out of reach
plus the ship computersays this missile is not compatible with your ship

did reinstall
installed only adv jumpdrive ,emp and lv cheats
tried again same problem
i have jump drive energy generator

i don`t get it.

help would be much apreciated

(exuse my english)
all ships have a limited jumprange.

so if its saying its out or reach, its likly its simply too far to jump to in one go.

the AJ simply puts enough energy cells in the cargo hold for the jump to work.

but it can add as much energy cells as there is cargo space, so if the jump requires more than u can physically fit in the ship, then it will be classed as out of range

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Graxster
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Post by Graxster » Sun, 2. Jan 11, 05:55

Tried to uninstall and it didn't work at first. Noticed your setup.uninstall.advjump script is trying to call uninstall.advjump instead of uninstall.plugin.advjump script. At least, it looks that way to me... been a while since I've scripted. At any rate, running uninstall.plugin.advjump from the script editor worked.

-Grax

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