[SCRIPT] Emergency Escape Transporter V1.00 : Update 25/07/2007

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Cycrow
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[SCRIPT] Emergency Escape Transporter V1.00 : Update 25/07/2007

Post by Cycrow » Wed, 25. Jul 07, 22:31

===========================================
Name: X3 Emergancy Escape Transporter Extension
Version: V1.00
Author: Cycrow
Updated: 25/07/2007
Website: http://cycrow.thexuniverse.us/scripts/html/etrans
===========================================
Please view the website for more detailed guide to using the script
===========================================

:arrow: Direct Download: Main Site - Mirror
:idea: Requires Plugin Manager

===========================================

This script adds a new update available for your ship, the Emergancy Escape Transporter Extension.
Its useful for those who play games without reloading all the time so you can protect yourself from death.

:arrow: 1. Background

Due to the passive nature of the goners, they started researching in new ways to keep themselves safe as the universe
becomes even more hostile.

Based on thier Transported device technology, they created a new device that hooks into the Transporter but allows it to
beam the whole ship away from battle proteting the ship from exploding and saving the pilot's life.

Due to the nature of the device, it requires alot of power for it to work, and will end up draining your ships shields.
Also, the device had to be adapted so it could beam the whole ship including the device, which causes the ships systems
to overload and damage the ships hull, but managing to keep the pilot safe, so it should only be used as a last resort.

:arrow: 2. Using the Device

To use the device, first you need to set the hotkey to activate it, this is found in the Controls menu in Options.
In the "Interface Tab" scroll to the bottom section of command to find the "Emergency Transport" command and assign a key to it.

then all you need to do to use it, is install the device in your ship and use the Hotkey.
Remember it will damage your ships hull, so its best not to do it if you have little or no damage to ur hull.
The device will never cause the ship to explode, so you dont have to worry how low you hull level is.

:arrow: 3. Automatic Escape Software

This is an extra peice of software that will moniter your ships condition, when it becomes too damaged, it will automatically
kick in the Transport to escape from battle with your life.

To use it, you just need to active it the command from your ships additional command slots, and it will remain running
until you deactive it.

The command can be used on all of your ships, and not just the one your flying.
Last edited by Cycrow on Fri, 29. Aug 08, 03:38, edited 2 times in total.

JMCorp
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Post by JMCorp » Thu, 26. Jul 07, 02:47

i'm flattered! cycrow copied my idea :D

Cycrow
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Post by Cycrow » Thu, 26. Jul 07, 02:58

i looked at urs, and thought it used the jumpdrive ?

this is one of the things i created for Firelance that i thought i was release seperatly

i have loads more that ill release at some point :)

JMCorp
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Post by JMCorp » Thu, 26. Jul 07, 03:02

i was just messing with you :lol:

mine requires the jump drive, yes. i have not downloaded yours to see the differences.

Cycrow
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Post by Cycrow » Thu, 26. Jul 07, 03:03

basically, instead of jumping to a new sector, it simply teleports the ship to a random location in the same sector

JMCorp
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Post by JMCorp » Thu, 26. Jul 07, 03:07

mine does too, but limited to your scanner range.

Kilrathi Avenger
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Post by Kilrathi Avenger » Fri, 3. Aug 07, 22:17

Either way they are both very good scripts with nice subtle differences that will appeal to many fans

:D :D

Thanks to both of you
"As I slide down the banister of life;
my job is just another splinter in the bum"

Nova Scotia
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Post by Nova Scotia » Sun, 5. Aug 07, 16:08

Is this upgrade purchased from the Goners ?

Cycrow
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Post by Cycrow » Sun, 5. Aug 07, 16:50

yes it should be in the Goner Temple

Nova Scotia
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Post by Nova Scotia » Sun, 5. Aug 07, 17:01

Thanks ,sounds like a perfect add on for my style of play

Thanks for sharing your skills

Tuxu
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Post by Tuxu » Fri, 26. Oct 07, 05:10

So, if I use the transporter extention+the hyperjump extention I might split the space-time-continume to two and show up both in the current solar system and on some other random solar system at once!!! Or I'll CTD. :?
Yep, or that... :oops:

I should get a Dual Hyperthreading CPU thingy and try it out! :twisted:


Helluva mod, All your mods rocks! keep on going, someday we'll buy your games ;)
STARCON 1,2 RuLz.
MoO 1,2,3 RuLz.
AYBABTU RuLz.

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Havner
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Post by Havner » Mon, 19. Nov 07, 19:53

If I use it on M7 in CBSW I always explode. Looks like I'm teleported near the planet. Tried random other sector without any planet close and it works. Also for smaller ship (M3) in CBSW it does works correctly.

Cycrow
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Post by Cycrow » Mon, 19. Nov 07, 23:27

unfortuatlly theres little i can do about that, especially with bigger ships, as u cant actually get the planets size or position via scripts.

adding a safety check would add a delay to the device which is not desirable

dalin80
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Post by dalin80 » Tue, 20. Nov 07, 13:59

are there any download mirrors? http://x3.ircwhore.co.uk/ isnt working for me.
Pilot of the Purple Elephant

Cycrow
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Post by Cycrow » Tue, 20. Nov 07, 16:16


Dan
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Post by Dan » Thu, 22. Nov 07, 13:40

I've installed this script....I understand that this ware I must find in goner temple...the problem is that I can't find in any goner temple I search...

I installed via xscript manager v2.12...and everything looks like Ok there

dalin80
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Post by dalin80 » Thu, 22. Nov 07, 17:31

ive installed the script but haven't found the device either. ive tried the temple in cloudbase SW.

i have xtended and EMP installed and working as well...
Pilot of the Purple Elephant

Cycrow
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Post by Cycrow » Thu, 22. Nov 07, 21:33

have u maded sure Custom wares is enabled in the plugin manager ?

Chrissicom
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Post by Chrissicom » Fri, 1. Feb 08, 08:26

Hi Cycrow, would it be possible for you to include an uninstall script in the .SPK file so I can remove this script after adding it to the game? Thanks!

thewaronandrew
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Post by thewaronandrew » Wed, 27. Feb 08, 06:59

What about an automatic escape pod? Or would it be possible to remove the "damage ship systems" part?

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