[Script]RS.JumpDriving v2-08

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Red Spot
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[Script]RS.JumpDriving v2-08

Post by Red Spot » Sun, 4. Dec 05, 09:07

(08-02-06)
-made the sector jump command available on fighters..
------------------------------------------------------------------------------------
(25-01-06)
-added some colors to the commands ...
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(24-01-2006)
repacked and tweaked the ESJC and SectorJump scripts into 1 script ..
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RS.JumpDriving

My jumpdrive scripts all together ..;)

-RS.JumpDriving-




This comes with 2 command;
-Sector Jump
-Emergency Sector Jump Control (ESJC)




=Sector Jump.


This command is only available on M1, M2, M6 and TL class ships.
It requires;
-Navigation Command Mk1
-Special Command Mk1
-Ecliptic Projector
-Triplex Scanner
-JumpDrive
-Maximum amount off the Maximum shield that can be installed.


Once the command is selected it asks you to select a position in space.
Once a position is selected, the ship will check if it actually has enough ECells.
If so, it starts 'pre'-charging its jumpdrive by redirecting shieldpower to the jumpdrive.
Resulting in your shields to drop to below 5%,
once your shield power has been redirected to the Jumpdrive,
your ship will start up its jumpdrive,
to 10 seconds later appear near or at the selected position.
This proces takes about 30 seconds;
-20 seconds 'pre'-charging
-10 seconds for the 'regular' jumpdrive to charge


If your ship doesnt have a shieldstrenght of at least 85% at start,
or your ship is under attack, doesnt have enough Ecells or a jumpdrive,
than there will be a 'warningsound' and the command will terminate itself.

The required amount off ECells is the same as for a Gate-Jump.



=ESJC.

This command is only available on fighter- and corvette-class ships.
It requires;
-Navigation Command Mk1
-Special Command Mk1
-Ecliptic Projector
-Triplex Scanner
-JumpDrive
-At least one shield.


Once the command it selected it will ask you for a number.
This number will represent the shieldpercentage at wich the ship needs to jump.

The command will stay active as long as your ship has the required equipment and enough Ecells to make a jump.
If the ships shields go down to the set percentage and it has an attacker,
than the ship will randomly jump a few km away from it current position.
Trying to buy it some time.

Do note this command is designed for combat/patrol-ships and will have little to no effect for traders.





Textfile used; 8600
Textpage used; 8600
Command used; 260/1263
get it here;
http://www.geocities.com/g5_11/X3/RS.Ju ... gv2-08.zip


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Last edited by Red Spot on Wed, 8. Feb 06, 04:23, edited 10 times in total.

Tiberian Commander
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Post by Tiberian Commander » Sun, 4. Dec 05, 15:29

I like it, keep the good work coming. :thumb_up:

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Red Spot
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Post by Red Spot » Sun, 4. Dec 05, 22:21

up for grabs ..



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999-JAY-999
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Post by 999-JAY-999 » Sun, 4. Dec 05, 22:45

Great...

An option to consider would be to have this as a bolt on module for the ship your using, something extra to purchase ... something to shop around the universe for as its quite an added bonus for defence to pirating and as a pirate I am sure.
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Red Spot
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Post by Red Spot » Sun, 4. Dec 05, 22:49

999-JAY-999 wrote:Great...

An option to consider would be to have this as a bolt on module for the ship your using, something extra to purchase ... something to shop around the universe for as its quite an added bonus for defence to pirating and as a pirate I am sure.

I'll have to chack this out .. see what wares we have and what they cost .. etc etc ..

guess something off about 50.000-100.000cr to make it interesting??
dumb it at only piratebases..??


EDIT;changed .. new version with upgrade is up ..


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Dgn Master
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Post by Dgn Master » Mon, 5. Dec 05, 01:12

Sounds like it would be perfect for my UT's.

Just wondering though if this script in any way would conflict with that script or would it only kick in when under attack? Also after this is triggered and the enemy presence in no longer a threat does that script resume?
Could the parents of the little Argon girl, Suzie, please claim her sealed jar of remains?
She didn't mind the gap and ended up vapourized!

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Red Spot
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Post by Red Spot » Mon, 5. Dec 05, 08:10

dgn master wrote:Sounds like it would be perfect for my UT's.

Just wondering though if this script in any way would conflict with that script or would it only kick in when under attack? Also after this is triggered and the enemy presence in no longer a threat does that script resume?

nope this will not work on your UTs .. well if your using M3 UTs it might ..

but it has been made for combat/patrol-ships ..

ships only jump when under attack ..
and only jump again .. if still under attack and their shields have been above the minimum level you set ..


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999-JAY-999
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Post by 999-JAY-999 » Mon, 5. Dec 05, 14:56

Great addition to any ship......

:twisted:
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Red Spot
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Post by Red Spot » Tue, 6. Dec 05, 19:32

let me trow this in the community ..


put my script up in the sticky .. (and claim the ware)??

or just remove it and let others use it ??..


doesnt matter much to me ..
and there is no use in putting this up for 2 peops ..

you tell me .. :)


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PapaTong
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Post by PapaTong » Tue, 6. Dec 05, 19:56

the only real problem with this ware is that it is essentially a gateless jump which apparently only the Xperimental ship can do, and they are still researching on how to do, if ur not bothered about stuff like that it is a cool script :)

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Post by 999-JAY-999 » Tue, 6. Dec 05, 20:54

Keep up the good work.... I am sure its widely appreciated ..

Whats next on the agenda RS ?
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Post by Red Spot » Sun, 11. Dec 05, 13:01

new version up ..

basicly the only changed is the changing off required wares ..


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kurush
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I wonder if I can make this script work ok transporters as well?

Post by kurush » Mon, 12. Dec 05, 23:07

Because now I can only use UT transporters more or less safely. They jump away, if attacked. I would really like to put this kind of script on all other transporters that do just common factory logistics. Is there a reason why it works on M3&M6 only?

Thanks!

PS. It seems that I had to read the description properly. I guess by jumping by 5 km away you mean jump but stay in the same sector. It does not make a lot of sense for transporters. Is there a script that would jump them to other sector using the jumpdrive? (no UT of course).

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Post by X-it » Sat, 17. Dec 05, 19:32

This is a great idea. UTs can jump, so why not patrol craft?`

One thing, will it jump the second the shields get below the specified percentage, or will the jump countdown start at that percentage? Like to know what I should set the percentage to.

Then again if it jumped immediately there would be no need to set percentage, since it would survive even with 0% shields, but I'd just like to be sure.

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Red Spot
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Post by Red Spot » Sat, 17. Dec 05, 21:58

well for jumping the 10 seconds is a rule ..

but the script is nothing more than a tight loop ..

when the shields hit the set % at the least favourable time ..
it would take your ship about 13 sec to jump ..
best time would be the 10 sec off the JD charging..


I usually set my ships at percentages that depend how important the ship is ..
not so much because it works better ..
cause when the ship jumps it also cant do damage ..
but because when it jumps I get a message about it ..
and it gives me more time to react ..


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