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[SCR] Jump Beacon [24th May 2010 X³:TC 3.1.02]
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Saetan



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PostPosted: Mon, 9. Nov 09, 18:47    Post subject: [SCR] Jump Beacon [24th May 2010 X³:TC 3.1.02] Reply with quote Print

Jump Beacon is developed by Lucike. This topic is released with his permission.

Jump Beacon is also part of Lucikes Script Collection.

Content:

Part 1: Jump Beacon

Part 2: Change of command-slots

Part 3: ( -- reserved -- )
---------- ---------- ---------- ---------- ----------



Jump Beacon
(Version 3.1.01 – 27th March 2010)







Overview Jump Beacon

  • This device supplies encrypted coordinates for ships fitted for it, which can then be used to jump to certain positions. The beacon can supply a guidance signal to its own position. To do such a calculation a trained navigator is required. He can be recruited from the military transport.



Jump Beacon Preparations

Download

Lucike left after he got temporarly banned from the X-Universe Forums and asked me to remove the direct download links. Of course I respect his wish, so I replaced the download links with links onto his own homepage.

-> Jump Beacon (Version 3.1.02)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.14, 23rd May 2010)

-> Military Transport (Required, for needed personell)

Prerequisites: X³: Terran Conflict Version 2.5 or higher (not compatible with X³: Reunion) !!

Activation of the Script Editor

Jump Beacon doesn’t require the script editor to be activated. Jump Beacon includes a script, that automatically sets the game to “modified”.

With the script editor activated, additional technical information can be displayed. This can be enabled in the script editor menu (Script Debugging: Additional Information) but is recommended to be left "off" as it might be confusing to some players. It is possible to run unsigned scripts without activating the script editor. This requires a change in the scripts boot file. In any case the save game will become “modified”.

Installation

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

Uninstallation

The folder “\scripts.uninstall\...“ includes the file “setup.plugin.jump.beacon.pck”. Copy this file to the script folder (\scripts\...). Start X³ TC and load your save game. The uninstall process will start automatically and send a message to your log upon completion. The process can take up to 20 seconds from loading the savegame. Save the game.

Run the batch-file „Delete all Jump Beacon Scripts.bat“ in the “\scripts.delete\...” folder. This will delete all the script’s files. The uninstall process is now complete.

Important: Never simply delete scripts, because they are connected to your savegame.

Updating older versions

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

The batch-files “Delete old Jump Beacon Scripts.bat” in the “\scripts.delete\” folder takes care of deleting old and unneeded script files. This step is not required, but will keep your script folder organized.

In game nothing has to be manually restarted. All ships or station automatically restart their scripts.


Jump Beacon Manual

This device supplies encrypted coordinates for ships fitted for it, which can then be used to jump to certain positions. The beacon can supply a guidance signal to its own position. To do such a calculation a trained navigator is required. He can be recruited from the Military Transport.

Jump beacons can be bought anywhere, where the normal jump drive can be bought. There are also some factories of different races which sell jump beacons.

Ship and equipment requirements for jump beacon deploying:

  • A ship of any class (M1, M2, M3, M4, M5, M6, M7, M8, TL, TS, TM or TP)
  • Special Command Software Mk1
  • Jump beacons


Ship and equipment requirements for jumping to jump beacons:

  • A ship of any class (M1, M2, M3, M4, M5, M6, M7, M8, TL, TS, TM or TP)
  • Cargo Bay Life Support System
  • Navigation Command Software Mk1
  • Jump drive
  • Navigator (ship crews require the Military Transport script to be installed)


Handling

Deployment of jump beacons
The command for the deployment of jump beacons is located in the special command menu. The command is visible if the Special Command Software Mk1 got installed in the ship. After selection of the command you have to select a sector position in the sector of the ship, which must be within 5km from the position of the ship. Is a jump beacon on board of the ship and you have selected a position, the jump beacon gets deployed at that position. The deploying can be done by any ship, even remote controlled.

Jump to jump beacons



The command for jumping to jump beacons is located in the navigation command menu. The command is visible, if Navigation Command Software Mk1 and a jump drive are installed. A working navigator is needed too. After selection of the command a menu opens with additional choices. Taken under consideration of jump beacons, the commands "Jump to Jump Beacon", "Jump and Fly to station", "Jump and Fly to position", "Jump and Fly to homebase", "Jump and Fly to ship" and "Jump and Fly to me" are available.

Jump Statistics

How often jump beacons got jumped to, can be seen in the jump statistics. It will be opened via hotkey. The statistics tell you how often a jump beacon got jumped to but also how often per hour. The first use of a jump beacon gets documented too. The statistics can be sorted by frequency, sector name and beacon name.


Additional Information

Who uses the jump beacons too: Until now Commercial Agents, Commodity Logistic-pilots, Economy and Supply Traders and Prospectors use the jump beacons to shorten the ways to their destinations.

Limited amount of jump beacons: Only five jump beacons can be deployed per sector.

Jump to a jump beacon in the same sector: It is possible to jump to a jump beacon in the same sector, but the distance to it has to be at least 10km.

Consumption of jump energy: Exactly the same amount of energy like for jumps to jump gates is used for a jump to a jump beacon.


Technical Data Jump Beacon

Language File
8018-L007.xml (ID 8018)
8018-L044.xml (ID 8018)
8018-L049.xml (ID 8018)

Command-Slots
COMMAND_TYPE_NAV_19 (219)
COMMAND_TYPE_SPECIAL_19 (519)

Object-Task
None

Official abbreviations
"die SPB"
"the JPB"



Changes at Jump Beacon

Downloads

-> Jump Beacon (Version 3.1.02)
-> Jump Beacon (Version 3.1.01)
-> Jump Beacon (Version 3.1.00)
-> Jump Beacon (Version 3.alpha.06)
-> Jump Beacon (Version 3.alpha.05)




Changelog

6th November 2009 (Version 3.alpha.01)
  • First version.


7th November 2009 (Version 3.alpha.02)
  • Jump beacons as ware added.
  • Jump beacons can be remotely deployed now.
  • Optical improvements of the commands.
  • Several small improvements.


8th November 2009 (Version 3.alpha.03)
  • The command "Jump to Jump Beacon" opens an additional choice.
  • Added possibility for uninstallation.
  • Several small improvements


9th November 2009 (Version 3.alpha.04)
  • English language file added.


18th November 2009 (Version 3.alpha.05)
  • Added freighters to sell jump beacons from their factories.
  • Russian language file added.
  • Several small improvements


29th November 2009 (Version 3.alpha.06)
  • BugFix: The freigthers didn't sell the jump beacon as the selling price was wrong. Fixed.
  • Several small improvements


7th March 2010 (Version 3.1.00)
  • BugFix: Jump Beacons where added to player-owned Equipment Docks which had Jump Drives on stock. Fixed.
  • Alpha-phase finished.
  • Beta-phase finished.
  • Several small improvements.


27th March 2010 (Version 3.1.01)
  • Jump statistics added.
  • Several small improvements.


24th May 2010 (Version 3.1.02)
  • Adjustments for the CODEA Weapon Base.
  • Several small improvements.




Last edited by Saetan on Fri, 12. Aug 11, 11:41; edited 26 times in total
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Saetan



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PostPosted: Mon, 9. Nov 09, 18:47    Post subject: Reply with quote Print


Change of the Command-Slots
(After an idea by SymTec ltd.)

The Jump Beacon uses two command-slots in Navigation Commands and Special Commands. They own to the groups 200 and 500. You have to search two unused slots inside these groups.

To change the command-slots you just have to modify the language file. The scripts don't have to be modified themself. The language file "8018-L044.xml" can be found in the language directory (..\t\..) which is placed inside the X³ main directory. First open the language file with an simple text editor. Notepad.exe of MS Windows® is best for it. Don't use MS Word® or MS WordPad® for it.

The command-slot settings have to be changed at five positions (marked in yellow: page id's 8018, 2008, 2010, 2011 and 2022). The standard slots are 219 and 519 (marked in red). You can find them easily at the end of the language file.

8018-L044.xml wrote:
<?xml version="1.0" encoding="UTF-8"?>
<language id="44">

.....<page id="8018" title="Jump Beacon" descr="">

..........[...]

..........<t id="20000">219</t>
..........<t id="20001">519</t>
.....</page>

.....<page id="2008" title="Script Object Commands" descr="">
..........<t id="219">COMMAND_JUMP_BEACON_JUMP</t>
..........<t id="519">COMMAND_JUMP_BEACON_BUILD</t>
.....</page>

.....<page id="2010" title="Script Cmd Names" descr="">
..........<t id="219">Jump to Jump Beacon</t>
..........<t id="519">Deploy Jump Beacon...</t>
.....</page>

.....<page id="2011" title="Script Cmd Shorts" descr="">
..........<t id="219">Jump Beacon</t>
..........<t id="519">Jump Beacon</t>
.....</page>

.....<page id="2022" title="Command Info" descr="">
..........<t id="219">This command starts the countdown for the Jump Drive. When it is finished, the jump is executed and jumped to an existing Jump Beacon.\n{2022,99999}</t>
..........<t id="519">\This command deploys a Jump Beacon. You have to select the desired position for the Jump Beacon. This position must be within 5 km from the ship.\n{2022,99999}</t>
..........<t id="99999">\n\033B© Machiel Software Corporation\033X\n\033BHerrons Nebula\033X</t>
.....</page>

</language>


After you replaced the command-slots with the unused ones at these five positions simply save the file. After that, start your game.

Information: If the language file is packed, that mean the file extension is ".pck" you have to unpack the language file first. It can be unpacked by every packer software which handles GZ-compression. For example, such programms are WinZip, WinRAR or 7-Zip. After the change you can pack the language file again. If you don't want to pack it, save the unpacked, modified language file with the file extension ".xml" inside the language directory. You have to delete the packed one then, because X³ prevers packed versions of the files.



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Saetan



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PostPosted: Mon, 9. Nov 09, 18:47    Post subject: Reply with quote Print

( -- reserved -- )


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garchan





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PostPosted: Tue, 10. Nov 09, 05:59    Post subject: Reply with quote Print

wow! now this is too cool! i had no idea that it existed... but i am very glad that it does! Very Happy

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Saetan



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PostPosted: Tue, 10. Nov 09, 18:27    Post subject: Reply with quote Print

garchan wrote:
i had no idea that it existed...


?!? ... it just got developed and released? ^^


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PostPosted: Wed, 11. Nov 09, 10:54    Post subject: Reply with quote Print

Beautiful. I was just looking for an answer to NPC Carriers constantly jumping wherever they please in my sector and wreaking havoc and myself having no way to get my slow Battleship in position to defend against them, but I didn't want to open the floodgates and get a jumpdrive that lets me jump anywhere. This is perfect!

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garchan





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PostPosted: Wed, 11. Nov 09, 20:00    Post subject: Reply with quote Print

since it is possible to have up to 5 jump beacons, would it be possible to create a command for CODEA to coordinate between the 5 jump beacons so that you can have up to 5 fleet ships jumping in to a sector at the same time, instead of just 1 at a time? this could be useful for when you want to have an immediate response to larger threats.

if there was a large enough threat, and your carrier jumped in to the sector first, you could possibly lose your carrier before the rest of the fleet arrived.

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Saetan



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PostPosted: Wed, 11. Nov 09, 20:09    Post subject: Reply with quote Print

CODEA isn't optimized for Jump Beacons yet, but I know Lucike already plans to include a "task force" in CODEA which, for example, should try to etablish a bridgehead using jump beacons too.

I don't know what exactly he plans in that case, but I'm sure it will rock. ^^


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PostPosted: Wed, 11. Nov 09, 20:45    Post subject: Reply with quote Print

garchan wrote:
since it is possible to have up to 5 jump beacons, would it be possible to create a command for CODEA to coordinate between the 5 jump beacons so that you can have up to 5 fleet ships jumping in to a sector at the same time, instead of just 1 at a time? this could be useful for when you want to have an immediate response to larger threats.

if there was a large enough threat, and your carrier jumped in to the sector first, you could possibly lose your carrier before the rest of the fleet arrived.


Interesting idea.

Saetan wrote:
CODEA isn't optimized for Jump Beacons yet ...


Objection! Very Happy

CODEA 1.08 is optimized for Jump Beacons.

Regards
Lucike


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Saetan



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PostPosted: Wed, 11. Nov 09, 20:55    Post subject: Reply with quote Print

CODEA 1.08?!? ... Released 8th Nov. 2009? Today is 11th Nov.? You bastard Wink You didn't tell me about that release and therefore I must have overseen it, because of all updated trading scripts. ^^



*sight* ... ok, I've got work to do now. ^^


edit:
Any changes in the manual? I guess not? Only update of the Changelog needed?


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PostPosted: Wed, 11. Nov 09, 21:15    Post subject: Reply with quote Print

Saetan wrote:
CODEA 1.08?!? ... Released 8th Nov. 2009? Today is 11th Nov.? You bastard Wink You didn't tell me about that release and therefore I must have overseen it, because of all updated trading scripts.


Ups ... my mistake. Sorry. Smile

Saetan wrote:
Only update of the Changelog needed?


Jep.

Gruß
Lucike


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Alexfighter





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PostPosted: Sat, 14. Nov 09, 19:00    Post subject: Reply with quote Print

-- Deleted --

If you got to read my question, forget it. I figured out my problem. I was able to take my stupidoty to the point of transfer the Navigator I was using to another ship. So I couldn't jump because I needed time for my other navigators to get to grips with their maps... Very Happy

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PostPosted: Wed, 18. Nov 09, 23:19    Post subject: Re: [SCR] Jump Beacon [18th Nov. 2009 X³:TC 3.alpha.05] Reply with quote Print

Jump Beacon
(Version 3.alpha.05 – 18th November 2009)








-> Jump Beacon (Version 3.alpha.05)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.03, 15th Nov. 2009)

-> Military Transport (Required, for needed personell)



18th November 2009 (Version 3.alpha.05)
  • Added freighters to sell jump beacons from their factories.
  • Russian language file added.
  • Several small improvements



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PostPosted: Sun, 22. Nov 09, 14:52    Post subject: Reply with quote Print

I wanna give this a try...it seems very interesting, mybe fot the actual game not very additive, but imagine the use of it for a gateless universe! a universe where only big ships can use jumpdrive and jumping is not that easy, you need coordinates and leave beacons to jump and a personnel to calculate routes....great.

I'm retaking modding of the game since long time so I forgot some details...but wanted to ask, what if you have no sectors showed in the 749.bod, so no sectors showed in the map, but you have a beacon in one sector that is invisible in map but is there so you can select it, can you select a beacon in it to make a jump?

moving from my continuum mod for Reunion to TC I'd like to elminate sectors but in core planets and to leave "empty space" in between (actually, not visible sectors), so I'd like to know if you can put beacons in these "empty" sectors to make jumps...


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Saetan



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PostPosted: Sun, 22. Nov 09, 15:35    Post subject: Reply with quote Print

I guess, ships which are running one of lucikes scripts will be able to target a jump beacon in a sector which isn't shown in the universe map.

For the players ship, I don't think so, because you have to choose the sector first in the universe map and then the jump beacon in the secor map.


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