Posted: Sun, 17. Jun 18, 15:56
They jump without drive?
Every ship has event handlers, like "taking damage", "got killed". Routines that are called on such events. For example, the standard TS "taking damage" routine does, among other things, launch Drones to protect the ship.
When Mk3 script starts on a ship, it replaces the "taking damage" routine with a version that does jump. If that routine does not check for presence of JD, and engine in itself does not require JD for a "jump", then yes, jump they do.
At least X3R Mk3 version did not restore the standard routine when the Mk3 command was stopped. You could start Mk3 on a ship to "update" the event handler, and then transfer the ship to different duty, like station trader, and retain the "jump to evade" behaviour.
Every ship has event handlers, like "taking damage", "got killed". Routines that are called on such events. For example, the standard TS "taking damage" routine does, among other things, launch Drones to protect the ship.
When Mk3 script starts on a ship, it replaces the "taking damage" routine with a version that does jump. If that routine does not check for presence of JD, and engine in itself does not require JD for a "jump", then yes, jump they do.
At least X3R Mk3 version did not restore the standard routine when the Mk3 command was stopped. You could start Mk3 on a ship to "update" the event handler, and then transfer the ship to different duty, like station trader, and retain the "jump to evade" behaviour.