[SCR] No notoriety loss from hitting jumpgates
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[SCR] No notoriety loss from hitting jumpgates
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Damaging a jumpgate in any way is no longer an illicit action. The things are indestructible after all...
It can never cause loss of notoriety and local stations or ships do not mind.
As a side effect, the "Attack my Target" turret script does no longer shoot at jumpgates, either.
Although you have to admit that it was funny, watching your multi-million credit high-tech destroyer attack an indestructible jumpgate! Again, and again, and...
This is an AL Plugin so it can be turned off if desired.
[ external image ] Download: ZIP
Installation:
Copy the contents of the ZIP into the TC main folder.
Deinstallation:
Delete TC\scripts\al.plugin.gz.gate.no.reploss.xml
Damaging a jumpgate in any way is no longer an illicit action. The things are indestructible after all...
It can never cause loss of notoriety and local stations or ships do not mind.
As a side effect, the "Attack my Target" turret script does no longer shoot at jumpgates, either.
Although you have to admit that it was funny, watching your multi-million credit high-tech destroyer attack an indestructible jumpgate! Again, and again, and...
This is an AL Plugin so it can be turned off if desired.
[ external image ] Download: ZIP
Installation:
Copy the contents of the ZIP into the TC main folder.
Deinstallation:
Delete TC\scripts\al.plugin.gz.gate.no.reploss.xml
Last edited by Gazz on Tue, 26. May 09, 12:06, edited 1 time in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Ths mod could be causing me some issues in game. Please see my post here.
http://forum.egosoft.com/viewtopic.php? ... 68#2854068
http://forum.egosoft.com/viewtopic.php? ... 68#2854068
No, this only changes the owner race of the gates. It does not turn off collisions.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
- Threesixtyci
- Posts: 1404
- Joined: Fri, 24. Oct 08, 02:57
Umm... The link seems broken. It goes to: http://www.egosoft.com/img/button_download.gif
Signature link works... I'll just use that.
Signature link works... I'll just use that.
Did the ownership change while you were in the sector?Sesk wrote:I have the mod set to "Yes" in the AL panel and I just got a notoriety hit from hitting a gate? Is this compatible with RRF ? Since the sector ownerships change, maybe it's masking out a notoriety hit for the wrong race ? Just guessing...
Of course the script doesn't check this continously since that would be quite an odd event.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
New version released: Altered searching for gates.
Previously only the first 21 gates in each sector would be found.
If you were using some creatively done galaxy map or script, some gates may have been ignored.
Personally I haven't been able to reproduce such a case but *shrug*...
Previously only the first 21 gates in each sector would be found.
If you were using some creatively done galaxy map or script, some gates may have been ignored.
Personally I haven't been able to reproduce such a case but *shrug*...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Back in Reunion they did indeed all have IDs from 0 to 5 or so.
In TC the TOA use higher IDs to begin with and gates can also be placed by scripts.
And since a gate ID can be any integer, who knows where they all end up.
In TC the TOA use higher IDs to begin with and gates can also be placed by scripts.
And since a gate ID can be any integer, who knows where they all end up.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
it depends which gate id your talking about, as gates actually have 3 ids, one refers to the type, and is based on the TGates file, this gives the higher ids for TOA and Hub gates.
however, the gates also have a sector id, which id the gate is in within the sector, this is between 0 and 5.
the other is the linking id.
this does limit the number of fully functional gates per sector to 6. you can however have more gates, but any more than 6 and the rest are only 1 way, you can only link to 6 gates from outside, so only the first 6 gates can have ships jumping in through them, but all extra gates can be used to jump out of the sector
however, the gates also have a sector id, which id the gate is in within the sector, this is between 0 and 5.
the other is the linking id.
this does limit the number of fully functional gates per sector to 6. you can however have more gates, but any more than 6 and the rest are only 1 way, you can only link to 6 gates from outside, so only the first 6 gates can have ships jumping in through them, but all extra gates can be used to jump out of the sector
Used to be. =)Cycrow wrote:however, the gates also have a sector id, which id the gate is in within the sector, this is between 0 and 5.
If a gate is a TOA then it has a sector gate ID > 10 or so.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
If installing your mods for AP, should I install them into the Addon folder within the main Terran Conflict folder?
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- X2-Illuminatus
- Moderator (Deutsch)
- Posts: 24950
- Joined: Sun, 2. Apr 06, 16:38
This is not a mod, but a script. For X3AP, the .zip-archive should be extracted to the X3 Terran Conflict\addon directory.
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Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!