[ALP] Jumpgate Construction Technology 1.4 TC/AP 17/7/12
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http://x3tcscripts.googlecode.com/files/turn.object.rar
add these 2 scripts to your game which i'll build into the script later
run the handler script (named as such) and have the gate targeted, there is a command to set orientation in the se but the math ain't coming to me to do it automatically so these scripts will force the issue Argo
pmyers101
yes, the only reason i built them for myself was to entice more xenon and Khaak traffic through them
add these 2 scripts to your game which i'll build into the script later
run the handler script (named as such) and have the gate targeted, there is a command to set orientation in the se but the math ain't coming to me to do it automatically so these scripts will force the issue Argo
pmyers101
yes, the only reason i built them for myself was to entice more xenon and Khaak traffic through them
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
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Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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I've used the flatpack before, and have only just started to delve into LV's script here, but the main differences I see is that LV lets you set up both sides of the gate from a single point, whereas for the Flat-packs, you had to fly from one sector to another to set them up, and in the meantime, the lone gate leads to a Xenon sector. LV also has his variable prices, where as the Flat-packs are a fixed price per jumpgate.Retiredman wrote:Just to compare, how does this differ from the jumppoint flatpack?
- Argonaught.
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Wow...the Force is truly strong with you LVLV wrote:http://x3tcscripts.googlecode.com/files/turn.object.rar
add these 2 scripts to your game which i'll build into the script later
run the handler script (named as such) and have the gate targeted, there is a command to set orientation in the se but the math ain't coming to me to do it automatically so these scripts will force the issue Argo
pmyers101
yes, the only reason i built them for myself was to entice more xenon and Khaak traffic through them
Thanks for the fix, I'll load it up in a while and have a go at that gate.
Many thanks.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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- Argonaught.
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@LV
Only got around to testing the turn scripts now.
Excellent job, many thanks, the gate is now facing the right way
Argo.
Only got around to testing the turn scripts now.
Excellent job, many thanks, the gate is now facing the right way
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
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I lurk alot for the most part now
<==<<Argonaught>>==>
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before i test were you in either of the build sectors at the time and could you have set the position directly the same pos as a roid or station?
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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I may try it out to see the difference between the Flatpack and and LV's
Flatpacks costs about 54 mill per/ need 2 to join the sectors. So
it's gonna cost you about ~ 108 mill per setup. (OTAS Shipyard)
and yes.., until you set up the second gate. The 1st gate will be
attached to the Xenon Core. (Even the TOA's!)
(You have to be In Sector if you are deploying them, yourself.)
(Never tried using two ships in different systems. Nor tried it with 2 differnt ships from OOS)
You can place the gate in any direction and it will become a NESW type gate.
Max number of gates I've had in a sector is 6. (I believe this is the max because of the hardcode)
Most ships (I use a M6) can carry the Flatpack.
(heh, heh.. maybe OTAS just took LV gates and combined it with
Nividium's roid miniaturzation tech and are selling it for a profit before it
becomes cheaper to build gates. )
Added:
I did try using two ships, in two different sectors while I was in a third.
(A Unknown sectors in Terran space and the asteroid belt. I was in Circle of Labor.) And yes, you can remotely connect two sectors together.
Flatpacks costs about 54 mill per/ need 2 to join the sectors. So
it's gonna cost you about ~ 108 mill per setup. (OTAS Shipyard)
and yes.., until you set up the second gate. The 1st gate will be
attached to the Xenon Core. (Even the TOA's!)
(You have to be In Sector if you are deploying them, yourself.)
(Never tried using two ships in different systems. Nor tried it with 2 differnt ships from OOS)
You can place the gate in any direction and it will become a NESW type gate.
Max number of gates I've had in a sector is 6. (I believe this is the max because of the hardcode)
Most ships (I use a M6) can carry the Flatpack.
(heh, heh.. maybe OTAS just took LV gates and combined it with
Nividium's roid miniaturzation tech and are selling it for a profit before it
becomes cheaper to build gates. )
Added:
I did try using two ships, in two different sectors while I was in a third.
(A Unknown sectors in Terran space and the asteroid belt. I was in Circle of Labor.) And yes, you can remotely connect two sectors together.
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Awfully nooby question... But... How do you extract those scripts to the game?
http://x3tcscripts.googlecode.com/files/turn.object.rar
add these 2 scripts to your game which i'll build into the script later
run the handler script (named as such) and have the gate targeted, there is a command to set orientation in the se but the math ain't coming to me to do it automatically so these scripts will force the issue Argo
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Put the scripts into the scripts folder in your X3TC main folder, you should see a scripts folder there.Fallencomrade182 wrote:Awfully nooby question... But... How do you extract those scripts to the game?
http://x3tcscripts.googlecode.com/files/turn.object.rar
add these 2 scripts to your game which i'll build into the script later
run the handler script (named as such) and have the gate targeted, there is a command to set orientation in the se but the math ain't coming to me to do it automatically so these scripts will force the issue Argo
To use them you'll need to access them via the script editor.
To run the script highlight lib.lv.turn.object.handler script in the scripts list and hit r
Select null and it should close the window and pop up a window for speed to turn object at.
set it to 500 as that seems to be an ok turn speed.
After that you'll get the yes/no window to turn the object
HTH
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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I lurk alot for the most part now
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@ LV
Just a little note on the turn object script.
The no option is set to yes somehow.
So clicking no turns the object.
Clicking yes works as normal.
just thought I'd let you know.
Still a cool script.
Argo.
Just a little note on the turn object script.
The no option is set to yes somehow.
So clicking no turns the object.
Clicking yes works as normal.
just thought I'd let you know.
Still a cool script.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
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Hmm. Any idea what I could have done wrong?
I put the EMP-X files into their destination folder, ran the dat/cat as false patches, installed the ALP via X Plugin Manager and made sure it's running. I bought two of those Jumpgate kits. If I understood it correctly, there should now be a "Create Gate" command in the "General" tab of the command console. I have the "General" tab when docked, but only with other commands (some of Lucike's scripts) and no "General" tab when flying.
Any obvious error on my side here?
I put the EMP-X files into their destination folder, ran the dat/cat as false patches, installed the ALP via X Plugin Manager and made sure it's running. I bought two of those Jumpgate kits. If I understood it correctly, there should now be a "Create Gate" command in the "General" tab of the command console. I have the "General" tab when docked, but only with other commands (some of Lucike's scripts) and no "General" tab when flying.
Any obvious error on my side here?
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Your ship has to have XL cargo bay.Ulan Dhor wrote:Hmm. Any idea what I could have done wrong?
I put the EMP-X files into their destination folder, ran the dat/cat as false patches, installed the ALP via X Plugin Manager and made sure it's running. I bought two of those Jumpgate kits. If I understood it correctly, there should now be a "Create Gate" command in the "General" tab of the command console. I have the "General" tab when docked, but only with other commands (some of Lucike's scripts) and no "General" tab when flying.
Any obvious error on my side here?
hth
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
I'm in a Springblossom at the moment, so this should not be the problem.Argonaught. wrote:Your ship has to have XL cargo bay.Ulan Dhor wrote:Hmm. Any idea what I could have done wrong?
I put the EMP-X files into their destination folder, ran the dat/cat as false patches, installed the ALP via X Plugin Manager and made sure it's running. I bought two of those Jumpgate kits. If I understood it correctly, there should now be a "Create Gate" command in the "General" tab of the command console. I have the "General" tab when docked, but only with other commands (some of Lucike's scripts) and no "General" tab when flying.
Any obvious error on my side here?
hth
Argo.
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When I am building a gate I use a ship I'm not in.
See if you get the menu when your not in the ship.
hth
Argo.
See if you get the menu when your not in the ship.
hth
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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I lurk alot for the most part now
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Argonaught. wrote:When I am building a gate I use a ship I'm not in.
See if you get the menu when your not in the ship.
hth
Argo.
This hasn't helped me unfortunately. It makes no difference what ship i'm in, there is still no 'create gate' order in the General section.
Edit : ok, I got it to work. The command shows for me if the ship with the gate software is a TL, but not when i had the software on my M7.
So, maybe ship type does matter ???