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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Sun, 29. Mar 09, 13:45 Post subject: [SCR] No notoriety loss from hitting jumpgates |
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English / Deutsch
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.
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
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs.
Last edited by Gazz on Tue, 26. May 09, 12:06; edited 1 time in total |
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natha


Joined: 09 Jan 2008 Posts: 430 on topic Location: Getsu Fune

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Posted: Thu, 9. Apr 09, 13:15 Post subject: |
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Excellent! How did i miss this one? its ridiculous to watch 16 Ion cannons firing at an .... inoccent gate ...
Save the gates, they're not ours, we have borrowed them from our children
...i know the're indestructible either way ...
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sgtwalt
Joined: 06 Apr 2009 Posts: 40 on topic Location: Texas

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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Mon, 20. Apr 09, 12:11 Post subject: |
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No, this only changes the owner race of the gates. It does not turn off collisions.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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sgtwalt
Joined: 06 Apr 2009 Posts: 40 on topic Location: Texas

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Posted: Mon, 20. Apr 09, 23:15 Post subject: |
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Thanks Gazz for the reply.
I can confirm its not your mod, so I hope I did not upset you.
Not sure what is doing it but it is certainly annoying. 
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Threesixtyci


Joined: 24 Oct 2008 Posts: 1143 on topic

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Sesk

Joined: 17 Nov 2006 Posts: 395 on topic Location: Canada

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Posted: Tue, 26. May 09, 00:11 Post subject: |
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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...
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Tue, 26. May 09, 11:59 Post subject: |
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| 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... |
Did the ownership change while you were in the sector?
Of course the script doesn't check this continously since that would be quite an odd event.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Wed, 10. Feb 10, 18:10 Post subject: |
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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*...
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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lamoyja
Joined: 09 Dec 2009 Posts: 121 on topic

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Posted: Wed, 10. Feb 10, 18:14 Post subject: |
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I thought gates were hard coded to 4 per sector. That is some creative script 
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Wed, 10. Feb 10, 18:37 Post subject: |
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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.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19852 on topic Location: London

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Posted: Wed, 10. Feb 10, 18:52 Post subject: |
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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
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Wed, 10. Feb 10, 19:35 Post subject: |
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| 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. |
Used to be. =)
If a gate is a TOA then it has a sector gate ID > 10 or so.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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Dakota-
Joined: 25 Dec 2011 Posts: 59 on topic

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Posted: Wed, 28. Dec 11, 12:44 Post subject: |
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Is this compatible with AP?
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