Download: Homebase Memory v1.01 . . . ZIP
Homebase Memory + Safer Jumping v2.0 . . . ZIP + SPK
What the script does:
Whenever I teleported into a fighter the game deleted the Homebase I set.
I never got the reasoning behind that one. I mean if I didn't want it set I wouldn't have done so in the first place, right?
So I stopped that.
When I now leave one of my small ships the homebase is set to what it was before and a small doubleclick sound is played for confirmation.
It will not be possible to play the main quest while keeping this script running at all times.
The story moves the playership around in a way that is indistinguishable from a jump and the automatic relocation feature would play havoc with the story script.
What you can do is temporarily disable the script by calling up the script editor,
looking at "Global Script Tasks" and
This will temporarily disable the script - until the next time you reload the game.
It is also safe to uninstall the script file after you have deleted the running global task.
v1.01: Now works with Bunny's Weapons Changer v1.45.
The IS/OOS weapon switching is turned off when the player enters the ship so my script always turns it back on...
- if Bunny's script is running on the ship
- if Player just left the ship.
v2.00: Safer Jumping (includes v1.01)
You jump to another sector in your TL and 3 sec later you hear AAAAaaaargh. $%^)!@($&! Another freighter just turned into roadkill.
Also some cap ships consistently destroy themselves when leaving a dock. It may be just my personal opinion but I find that utterly idiotic.
v2.00 will move the playership 2.5 km upwards (or more, depending on size and obstacles)
- if you emerge from a jumpgate
- if you leave a dock or station.
This only affects the ship that you fly personally.
v2.01: Unknown Object Detector
In a Xenon sector the missile warning is basically always on and after a while you ignore it.
Most missiles can safely be ignored but that is not wise with Hammerhead und Firestorm.
If one such missile is launched at you it will be targeted and a warning given.
This warning is only given once so you can choose to ignore it and continue to fight.
If you clear your target while a Hammerhead is still incoming the missile will be targeted again.
Note that a double tap on "t" will clear your target but disable target search so the target stays cleared.
This allows for a quick check if this missile is still chasing you because in a heated fight you can not always keep track of everything. That's what we have computers for, right?
Care and Feeding:
No command slots or any other kind of resources were used.
Manually deleting a homebase still works because I replaced the regular Delete Homebase script with one that has one added line for deleting the sekritly saved homebase.
An "undocumented" feature is that it also turns turrets back on using Klyith's Turret on/off Hotkey V1 (3.16.07)
Lines 51-54 are remmed out because it does not work with the normal Turret on/off Hotkey script. All references in the script point to [PLAYERSHIP] instead of a variable so it would not affect the ship it had to (for this use).
For personal use I changed Klyith's script and added
Code: Select all
002 $Ship = [THIS] 003 skip if $Ship 004 $Ship = [PLAYERSHIP]
I will not release this script for obvious reasons but everyone is welcome to do this if they would like this functionality. =)