[MOD] PlayerJump (Update August 22 2014)

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euclid
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[MOD] PlayerJump (Update August 22 2014)

Post by euclid » Mon, 23. Dec 13, 21:45

PlayerJumpAddon v0.4 August 22 2014


This is the lastest version and you need this for the mod to work irrespectively whether you are using the new sidebar menu (2.5) or the legacy (compass) menu.

Reason:
I have changed the (sub) choices for prefix "g_" to prefix "g" because the new sidebar menu code causes "Unexpected section g_" debug errors and may affect the functionality.


How:


Use the sidebar menu map or the corresponding key to open the map, then select a zone of your choice from the sector map and then select "plot course" to trigger the jump options as a custom conversation. You can mark a position before jumping. To jump to a previously marked position just select any zone from any sector map, select "plot course" and then "jump to position".


Installation:


If you have already installed v0.4 then just delete the script EuclidsJump.xml from the md folder and add the new scripts EuclidsJumpAlt.xml and EuclidsJumpTrigger.xml.

If this is your first install then just extract the entire
PlayerJumpAnim folder to your extensions folder.


Remark:


As explained above the "plot course" triggers the jump options. Of course this also triggers a mission guidance "Fly to Zone ...". On arrival (i.e. after the jump) the guidance should disappear. However, in some cases you have to disable it manually via the mission menu. This is a tad annoying but as it is for now there are no other alternatives to avoid conflicts with other mods menu options.


"Mark position" will store the Skunk's current position (zone and coordinates) whilst "Jump to zone" will jump to the selected zone. You can select "Mark position" anytime and when you then use the menu again you will see the option "Jump to position". This option will be available as long as you have not used it. If you select that option and the Skunk will jump to the marked position.


Cheers Euclid


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Last edited by euclid on Wed, 25. Feb 15, 03:15, edited 9 times in total.
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Post by DarthVain » Mon, 23. Dec 13, 23:21

Awesome, :D

Will chck this out tonight.
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Post by YorrickVander » Tue, 24. Dec 13, 03:01

I like it :) Makes moving to clear stuck queues and npcs much more painless.

May I make a suggestion to the code?

Code: Select all

<play_sound object="player.ship" sound="'gate_flythrough'"/> 
           
<warp object="player.ship" zone="$Zone" >
	<position x="0m" y="20000m" z="0m"/>
</warp>

<show_notification caption="{1010,11}" details="['Jumped to zone:' , $Zone.knownname ]" queued="true" sound="notification_generic"/>
I like pretty jump noises :)
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Post by DarthVain » Tue, 24. Dec 13, 03:06

YorrickVander wrote:I like it :) Makes moving to clear stuck queues and npcs much more painless.

May I make a suggestion to the code?

Code: Select all

<play_sound object="player.ship" sound="'gate_flythrough'"/> 
           
<warp object="player.ship" zone="$Zone" >
	<position x="0m" y="20000m" z="0m"/>
</warp>

<show_notification caption="{1010,11}" details="['Jumped to zone:' , $Zone.knownname ]" queued="true" sound="notification_generic"/>
I like pretty jump noises :)
Interesting.. Where do you add it in?
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Post by YorrickVander » Tue, 24. Dec 13, 04:10

in the md\ file, just where the warp part is now :) its the message + jump in different order hoping for a delay, that part didnt work though :(
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Post by DarthVain » Tue, 24. Dec 13, 07:40

YorrickVander wrote:in the md\ file, just where the warp part is now :) its the message + jump in different order hoping for a delay, that part didnt work though :(
Thanks, I tried adding it in but not cluey enough. It didn't work so I presume I placed it in the wrong spot.

The warp drive works great but as it is instant, I can jump from one system to a sector in another system in less than a second but isn't feasible unless there is:
1. a delay and I'm facing the front when the jump occurs
2. the effect of the super highway scene so you can see yourself in a warp situation; and
3. to have that scene effect the warp travel be around 5 to 10 seconds so that we can enjoy the warp travel.

I'm currently playing with the booster to see how fast travel can be done and can use the warp drive to place myself in the systems sector when I reach it according to the map. I wonder though if the option can be made to choose keystroke 'J' to initiate the jump once the system and sector is plotted.
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Post by YorrickVander » Tue, 24. Dec 13, 13:21

Pooped the full jump xml with sound to your inbox mate. And facing front... pure genius. that'll get the delay i wanted for the sound to play while the cockpit animates. Will tinker when the family stuffs done.
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Post by DarthVain » Tue, 24. Dec 13, 23:47

YorrickVander wrote:Pooped the full jump xml with sound to your inbox mate. And facing front... pure genius. that'll get the delay i wanted for the sound to play while the cockpit animates. Will tinker when the family stuffs done.
Neat. Any chance you can sent to my inbox also?
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Post by drunkenjawa » Wed, 25. Dec 13, 05:23

Totally agree - awesome mod, this would be badass if there were animations to go with it, and perhaps a cooldown on it of say 2 - 5 minutes or something though.

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Post by euclid » Wed, 25. Dec 13, 18:14

Merry Christmas :)

Thanks YorrickVander, DarthVain and drunkenjawa for your feedback. I have uploaded an alternative version with a jump animation. Hope you like it.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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Post by YorrickVander » Wed, 25. Dec 13, 18:24

Ty santa euclid, will check it out :)

EDIT : Pretty jump sound and pretty animation. I feel spoiled today :D
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Post by BlueSabor » Wed, 25. Dec 13, 20:48

Wow, this is great! :D
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Post by Staberind » Wed, 25. Dec 13, 22:02

Awesome E. and others, hope we are all having a pleasant wintertime celebration of whatever you like to celebrate, (I got a lovely solstice card from a mate "in the know")

Idea, and I will post this for requests; are there any hooks to take control away from manual for the playership? if we have a small ship, with perhaps a drone body and set the playership to follow or escort it, and tell the drone-ship to go somewhere, would we not have autopilot? i see the ships follow us using the highways and so on.

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Post by DarthVain » Thu, 26. Dec 13, 00:50

euclid wrote:Merry Christmas :)

Thanks YorrickVander, DarthVain and drunkenjawa for your feedback. I have uploaded an alternative version with a jump animation. Hope you like it.

Cheers Euclid
You've done it Euclid 8) This is awesome...

I love the wind-up of the jumpdrive and the visual effects
Thanks heaps and Happy Holidays.
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Post by euclid » Sat, 11. Jan 14, 02:44

New version uploaded - see OP for details.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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Post by YorrickVander » Sat, 11. Jan 14, 03:37

Lovely update :) Tyvm.
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Post by Endeavour79 » Sun, 12. Jan 14, 04:06

Nice work, very handy.

Can you make it compatible with NESA mod please? (They use the same keys Universe - 3)

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Post by zxzlf » Sun, 12. Jan 14, 09:53

Glad to see updating.
But there is a problem:the choice "Jump to the position"&"Mark the position" have conflict with NESA.
Change the choice position from "bottom_left" to "top_right" may be a solution.

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Post by euclid » Sun, 12. Jan 14, 12:07

zxzlf wrote:Glad to see updating.
But there is a problem:the choice "Jump to the position"&"Mark the position" have conflict with NESA.
Change the choice position from "bottom_left" to "top_right" may be a solution.
Thanks Endeavour79 & zxzlf for the feedback :)

And, yes zxzlf, this is a solution but please adjust this in your version because some other mod may use the very key and we have yet another conflict.

To avoid conflicts like that I guess we have to wait patiently for Egosoft to implement menu features like we have in X3:R.


Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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Post by YorrickVander » Sun, 12. Jan 14, 15:14

A local workaround would be to edit the lines starting :

Code: Select all

<add_player_choice_sub text=
and removing the optional parameter

Code: Select all

position="*menu slot*"
The mod will then simply place the option at first available position. Too many for that menu handler might well cut off later added one of course...

(Props to UniTrader for pointing this solution out to me in a different discussion)
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