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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Posted: Tue, 4. Apr 06, 21:45 Post subject: [SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007 |
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===========================================
Name: X3 Advanced Jumpdrive
Version: V1.50
Author: Cycrow
Updated: 11/03/2007
===========================================
Download Script Package: Main Webpage : Mirror Site
Requires Script Manager to install.
Also Requires EMP
Addon: Jump Scripts Replacement
===========================================
I made several jumpdrive scripts as part of a project im doing, and as a few people have asked, i deceided to release it seperatly too.
This script adds 3 new upgrades available to buy from argon equipment docks.
Also includes an Auto Jump command to make use of the Advanced Jumpdrive in any command
===========================================
1. Jumpdrive Energy Generator
The Energy Generator is used to give energy to the jumpdrive so you can make a jump without the need for energy.
You still require the jumpdrive to be installed to make the jump.
2. Advanced Jumpdrive
The adcanved jumpdrive is a combination of the Jumpdrive and Jumpdrive Energy Generator, when you have the Advanced jumpdrive installed you
dont need to have the normal jumpdrive to make the jump.
3. Using Jumpdrive
To juse the energy free jumpdrive you goto the ships navigation commands and select the Energy Free Jump command and select
the sector.
4. Jumpdrive Targetting Scanners
The targetting scanners are used to allow you to jump to a position within a sector rather that just to the gate.
requires the targeting scanners upgrade as well as the Advanced jumpdrive to function.
5. Hotkeys
There are 2 hotkeys added, the first will store your current ships position
and the second will allow you to jump directly to that stored position.
You must first assign keys to these from the controls menu under the interface tab.
6. Auto Jump Command
The autojump command is used to make your ship automatically use the jumpdrive when traveling to a destination thats a few sectors away
7. Uninstalling
When uninstalling from the Script Manager, you need to run the game after uninstalling so the unisntall scripts can run and remove everything
from the game. After running the game, use the option in the Script Manager to remove these unisntall scripts.
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Last edited by Cycrow on Fri, 18. Jan 08, 00:25; edited 13 times in total |
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fud
Joined: 25 Jan 2006 Posts: 6990 on topic Location: IN, USA

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Posted: Tue, 4. Apr 06, 21:49 Post subject: |
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I trust it's stupid expensive? f it's less than 10mil, I'm gonna be upset.
I suppose I'll ask the inevitable question: I'm assuming non-player ships (UTs) can't use it?
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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fud
Joined: 25 Jan 2006 Posts: 6990 on topic Location: IN, USA

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Posted: Tue, 4. Apr 06, 22:05 Post subject: |
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Nice. You know, I *had* to ask that question. 
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Jakesnake5
 
Joined: 17 Feb 2006 Posts: 2657 on topic

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Posted: Tue, 4. Apr 06, 22:17 Post subject: |
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<slaps fud for asking the question>

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Klyith

Joined: 06 Jan 2006 Posts: 574 on topic Location: Albany NY

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Posted: Tue, 4. Apr 06, 23:05 Post subject: |
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Does this use the standard "add energy needed to jump to player's ship" method like LV's cheat script? Or is it the new "free jump via a sector without gates" idea that you thought up a little while ago?
Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first.
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fud
Joined: 25 Jan 2006 Posts: 6990 on topic Location: IN, USA

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Posted: Wed, 5. Apr 06, 00:30 Post subject: |
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| Jakesnake5 wrote: |
<slaps fud for asking the question>
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Come on dude, you know it had to be asked. I was just doing my part of the new guy that just got X3, and wandered in here semi-on accident.
If I didn't someone would. I don't mind being the horse's ass for a day.
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Posted: Wed, 5. Apr 06, 00:37 Post subject: |
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| Klyith wrote: |
Does this use the standard "add energy needed to jump to player's ship" method like LV's cheat script? Or is it the new "free jump via a sector without gates" idea that you thought up a little while ago?
Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first. |
there really is no way to make a trule free jumpdrive, its hardcode to require energy cells
what this does it put the energy cells into the cargo hold so a jump can be made.
but what it also does, it it will remove anything currently in your cargo hold, including wepaons and shields to make room for energy cells, so you can jump with a full cargo hold. then restores your ship back when the jump is finished.
the program with using zip files, is that my scripts use alot of shared files and shared text files. so if i update one, i have to update the others to make sure they always have the current files.
to make zip files means i would need to copy all the files out into seperate directories make sure each of the scripts have the updated files, then go through each script and create a zip file, then put them on all the servers there hosting on, its just too much effort to keep doing that all the time.
with the script manager, whenever i want to update any scripts, i just double click on a single file, and its all done for me, packages are creates and thier uploaded directly onto the servers
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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DrunkenPirate

Joined: 14 Mar 2004 Posts: 812 on topic Location: England

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Posted: Wed, 5. Apr 06, 01:56 Post subject: |
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Another 5 star script Cycrow. 
_________________
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Saint-Ashley

Joined: 03 Dec 2005 Posts: 1255 on topic Location: Maryland USA

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Posted: Wed, 5. Apr 06, 04:30 Post subject: |
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Can you add a hotkey in the controls for this? As I hate haveing to go through cmds, where I could just hit a button on my Airflow pad Besides that Great Idea 
_________________ Ashley
After Domination Fourms |
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fud
Joined: 25 Jan 2006 Posts: 6990 on topic Location: IN, USA

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Posted: Wed, 5. Apr 06, 04:59 Post subject: |
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I still have no clue how hotkeys work. Been looking at the scripts, blankly, for hours....
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Stevio

Joined: 04 Jun 2005 Posts: 1983 on topic Location: Kent, England

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Posted: Wed, 5. Apr 06, 10:56 Post subject: |
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all you gotta do to learn it is to stare at some scripts that all use that function and find the similarity
| Code: |
Afterburner script
001 load text: id=7532
002
003 $ID = get global variable: name='Afterburn.KeyID'
004 if $ID < 0 OR $ID == null
005 $NewID = register hotkey 'Afterburner' to call script 'plugin.afterburn.switch'
006 set global variable: name='Afterburn.KeyID' value=$NewID
007 end
008
009 @ = [THIS] -> call script 'lib.cycrow.addware' : Station Type=Split Equipment Dock Race of station=Split Product To Add=Afterburner MK1 Break Out Point=100
010 @ = [THIS] -> call script 'lib.cycrow.addware' : Station Type=Split Equipment Dock Race of station=Split Product To Add=Afterburner MK2 Break Out Point=100
011 return null |
| Code: |
Destruct Hotkey Script
001 $ID = get global variable: name='plugin.destruct.hotkey'
002 if $ID < 0 OR $ID == null
003 $ID = register hotkey 'Destruct Target' to call script 'plugin.destruct.hotkey'
004 set global variable: name='plugin.destruct.hotkey' value=$ID
005 end
006 return null |
| Code: |
SOS Mk2
001 load text: id=7533
002
003 $ID = get global variable: name='Override.KeyID'
004 if $ID < 0 OR $ID == null
005 $NewID = register hotkey 'Claim Targeted Ship' to call script 'plugin.override.claim'
006 set global variable: name='Override.KeyID' value=$NewID
007 end
008
009 @ = [THIS] -> call script 'lib.cycrow.addware' : Station Type=Pirate Base Race of station=Pirates Product To Add=System Override Software MK2 Break Out Point=100
010
011 set script command upgrade: command=COMMAND_CLAIM_SHIP upgrade=System Override Software MK2
012 global script map: set: key=COMMAND_CLAIM_SHIP, class=Ship, race=Player, script='plugin.override.enable', prio=0
013
014 * Get no pilot string
015 $Ship = create ship: type=Caiman owner=Neutral Race addto=[SECTOR] x=1 y=1 z=1
016 $Pilot = $Ship -> get pilot name
017 set global variable: name='plugin.override.pilot' value=$Pilot
018 $Ship -> destruct: show no explosion=[TRUE]
019
020 return null |
see any identicle lines
cheers stevio
_________________ My Scripts
So say we all! |
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RJV

Joined: 29 Mar 2004 Posts: 1424 on topic Location: Red Star HQ, Tamworth

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Posted: Wed, 5. Apr 06, 10:58 Post subject: |
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| Klyith wrote: |
Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first. |
What I did on my work PC (so no X3 ) was to install the script manager and point it to a dummy x3 installation. All you need is a file called x3.exe (which can be anything of course) in the directory you point to (at least that was all you needed when I set this up a while back). That way you get the scripts and can look at them before deciding whether or not to manually copy them in place (or using a 'proper' installation of the script manager that points to the genuine x3 installation).
Cheers,
Rob.
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Stevio

Joined: 04 Jun 2005 Posts: 1983 on topic Location: Kent, England

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Posted: Wed, 5. Apr 06, 11:02 Post subject: |
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you do realise when you install a .SPK it places the files in the scripts and t folders
then you can look in the scripts in there 
_________________ My Scripts
So say we all! |
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19848 on topic Location: London

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Posted: Wed, 5. Apr 06, 13:00 Post subject: |
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| SaintAshley wrote: |
Can you add a hotkey in the controls for this? As I hate haveing to go through cmds, where I could just hit a button on my Airflow pad Besides that Great Idea  |
unfortuatly no, i wanted to use a hotkey, but hotkeys dont accept aguments, so theres no way to get the sector imput via a hotkey
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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