[REL] MH_Advanced Jumper v1.4a
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- milling_hordesman
- Posts: 372
- Joined: Mon, 1. Mar 04, 06:16
[REL] MH_Advanced Jumper v1.4a
to the 5 people out there who might have used v1.2 or below in the past:
i've found and fixed a fairly serious bug in the scripting. oh, curse my intuitive approach to modding. if only i had read the readme's this would never have happened.
anyways, it seems that i have been overwriting the north gate's ID every time i create the freejump gate in a sector. this is because by egosoft standards, the north gate has a GateID of 0, and i set GateID to "null" when creating the freejump gate. i've both fixed this in the script (uses an ID not used by any gates that i know of) and developed a new utility script to fix any affected gates. as soon as the X2 Scripting Center is back up i intend to submit the update, but for now i'll just post it here for anyone who cruises by and looks at the thread.
EDIT: latest version is MH_AdvJumper_v1.4a
read the readme for details about the fixer utility script. i apologize to the x2 community for this one. it's been pretty insidious trying to figure out which script has been causing this, and it has been seriosuly affecting the enjoyment of anyone who's used my script.
i've found and fixed a fairly serious bug in the scripting. oh, curse my intuitive approach to modding. if only i had read the readme's this would never have happened.
anyways, it seems that i have been overwriting the north gate's ID every time i create the freejump gate in a sector. this is because by egosoft standards, the north gate has a GateID of 0, and i set GateID to "null" when creating the freejump gate. i've both fixed this in the script (uses an ID not used by any gates that i know of) and developed a new utility script to fix any affected gates. as soon as the X2 Scripting Center is back up i intend to submit the update, but for now i'll just post it here for anyone who cruises by and looks at the thread.
EDIT: latest version is MH_AdvJumper_v1.4a
read the readme for details about the fixer utility script. i apologize to the x2 community for this one. it's been pretty insidious trying to figure out which script has been causing this, and it has been seriosuly affecting the enjoyment of anyone who's used my script.
Last edited by milling_hordesman on Mon, 28. Feb 05, 04:56, edited 2 times in total.
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Is there any possibility of making that second north gate an invisable gate at all? Or is this the ONLY way to get around the problem? It would rock if you could find a way to get rid of the gate structure that pops up every single time you order a jump.
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- milling_hordesman
- Posts: 372
- Joined: Mon, 1. Mar 04, 06:16
ah... oh. i didn't realize it was an inconvenience. i always liked the huge gate structure temprarily showing up out of nowhere. but no, it's not really possible for me to make it invisible. i can make it appear as any of the directional gates or as the broken gates you see lying around, but there has to be a gate structure there. if there isn't... well, let's just say it isn't pretty when you enter hyperspace without a way out (CTD).
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Exactly what I ask. If there is any way to make it so you can come out of the new 'north gate' without having to have the game actually DRAW that gate into the universe. Essentially so the ship can come out of jump withoutan annoying gate showing up. What would happen if I sent multiple orders to several vessels to jump sectors. I'd end up with this series of arteficial structures cluttering things. If it were just the vortex... cool. But the gate STRUCTURES themselves feel so OUT OF PLACE in a free movement jump system.
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Well if hes not sure how to do that im sure he will be glad if you did it
My Roid Table: Special Thx to Greyhawk for hosting
http://gr3yh4wk.50megs.com/Files/Table% ... 20v1.2.rar
http://gr3yh4wk.50megs.com/Files/Table% ... 20v1.2.rar
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If I knew what I was talking about, I wouldn't be asking, because I would know the answer.Legion400 wrote:Well if hes not sure how to do that im sure he will be glad if you did it
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- milling_hordesman
- Posts: 372
- Joined: Mon, 1. Mar 04, 06:16
to understand why the gate is necessary, please read between the lines of the above post:
1) when using the jumpdrive, you must target a jumpgate. just giving it coordinates or anything else (like an asteroid) will not work. there must be a jumpgate.
2) i only have 5 choices for what jumpgate i get to appear: a north gate, south gate, east gate, west gate, or broken gate. if i try to set it to an unknown gate type, the game crashes, so one of those 5 gate types must appear at the destination.
thus there must be a gate and it's either one of the cardinal direction gates or the broken gate. if i knew how to jump without the gate, there wouldn't be a gate, but until that day, there will be a gate.
1) when using the jumpdrive, you must target a jumpgate. just giving it coordinates or anything else (like an asteroid) will not work. there must be a jumpgate.
2) i only have 5 choices for what jumpgate i get to appear: a north gate, south gate, east gate, west gate, or broken gate. if i try to set it to an unknown gate type, the game crashes, so one of those 5 gate types must appear at the destination.
thus there must be a gate and it's either one of the cardinal direction gates or the broken gate. if i knew how to jump without the gate, there wouldn't be a gate, but until that day, there will be a gate.
- milling_hordesman
- Posts: 372
- Joined: Mon, 1. Mar 04, 06:16
any chance you can sort your conflict with the HRS 3.2 and Real pilts scripts?
you duplicate page id=17 5853 and 5863 calls
http://www.freepgs.com/moggy2/Scripting ... names+used
cheers (hate to be cheeky
you duplicate page id=17 5853 and 5863 calls
http://www.freepgs.com/moggy2/Scripting ... names+used
cheers (hate to be cheeky
- milling_hordesman
- Posts: 372
- Joined: Mon, 1. Mar 04, 06:16
hmm... looks like there's nothing really free but the painfully inexpensive 5763 and 5773, and i really don't think i want this stuff that inexpensive.
i did some testing with the "gateless" jumping. i'm going to keep messing around with it and trying to break it, but if you want to give it a whirl, here's the latest stuff:
MH_AdvJumper_v1_4
it shouldn't invalidate old saves, etc. you can also delete the following 3 scripts if you want to stick with 1.4:
mhordes.freejump.init
mhordes.freejump.cleanup
mhordes.freejump.init.cleanup
those all had to do with creating and "cleaning up" the jumpgate, so there's condierably less work involved/scripts involved now.
i did some testing with the "gateless" jumping. i'm going to keep messing around with it and trying to break it, but if you want to give it a whirl, here's the latest stuff:
MH_AdvJumper_v1_4
it shouldn't invalidate old saves, etc. you can also delete the following 3 scripts if you want to stick with 1.4:
mhordes.freejump.init
mhordes.freejump.cleanup
mhordes.freejump.init.cleanup
those all had to do with creating and "cleaning up" the jumpgate, so there's condierably less work involved/scripts involved now.
Change the look of the GATE
to solve the gate problem with jumping, and to provide a little privateer feel (remember privateer by origin back in 1994 or something) i change the gates to wormholes, no longer is it a structure, but a nebula cloud. so when you appear its just a momentary wormhole that closes. i used the small while spiral nebula, but any will work. just change the values in the tgates file. NOTE there are 2 values that need changing
offset 0
offset 7
both need to be the same value. mine i set to 4765 (white nebula)
cheers
balog
offset 0
offset 7
both need to be the same value. mine i set to 4765 (white nebula)
cheers
balog
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This effect ALL gates though, yes?
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milling_hordesman wrote:hmm... looks like there's nothing really free but the painfully inexpensive 5763 and 5773, and i really don't think i want this stuff that inexpensive.quote]
Believe it or not, I have just got the three working together, with yours taking slots 5763 and 5773.
As you say, its painfully inexpensive, but i salve my conscience by running my "lose xx million" script and donating the money to the Save The Spacefly Campaign.
Thanks anyway, for both your explanation, understanding, v1.4, and last but not least, an OUTSTANDING script
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Personally, I changed the TXT file so instead of Freejump, it says Hyperjump, changed the Nav MK2 to Jumpdrive Navitron Computer and the Solar Panel Hull Plating to Quantum Engine Reactor Core.
And... I don't think you closed that quote correctly.
And... I don't think you closed that quote correctly.
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A script can call a sound effect correct? If you want a cool hyperjump set of effects, I could whip a few up and upload them to ShadowTek or Xscripting.
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