[MOD] Player Jump ver. 0.5 April 26 2023 and Player Squad Jump ver. 0.4 April 21, 2023

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euclid
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018

Post by euclid » Wed, 12. Dec 18, 00:02

Uh ok, so no animation, no delay, just a plain jump. Will consider an optional version like that, Thanks for the clarification :-)

@SimB: Thanks for your feedback. Unfortunately triggering any mod action has become very difficult ever since XR because there are no key commands anymore and no simple way to add a command to the UI. However, I'l check alternative options. In the meantime, why don't you let an NPC captain do the flying. They are much better than the autopilot ;-)

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

SpaceLevi
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018

Post by SpaceLevi » Wed, 12. Dec 18, 10:18

Is it possible to make it less "cheaty"? Like adding cooldown or energy cells consumption, maybe even range limit.

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euclid
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018

Post by euclid » Wed, 12. Dec 18, 17:51

SimB wrote:
Tue, 11. Dec 18, 17:10
.......
This feature replacing the autopilot is not an option.
.......
I am patiently awaiting the final version where we can also choose the key-bind!
New version (0.2) uploaded which uses the guidance rather than the autopilot (see OP for details). And SimB, I'm (and other modders) waiting since XR for the corresponding XML commands ;-)

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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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018

Post by Lc4Hunter » Wed, 12. Dec 18, 22:14

euclid wrote:
Wed, 12. Dec 18, 00:02
Uh ok, so no animation, no delay, just a plain jump. Will consider an optional version like that, Thanks for the clarification :-)
...

Cheers Euclid
I didn't wanted to overdo it :D
Do you know Freespace2? Or even Wing Commander? They had beautyful jumpeffects. Something like this would be also cool.
For X3 we already made something like this and it was really impressive (especially when a battleship jumps in).

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SimB
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018

Post by SimB » Thu, 13. Dec 18, 18:09

euclid wrote:
Wed, 12. Dec 18, 17:51
SimB wrote:
Tue, 11. Dec 18, 17:10
.......
This feature replacing the autopilot is not an option.
.......
I am patiently awaiting the final version where we can also choose the key-bind!
New version (0.2) uploaded which uses the guidance rather than the autopilot (see OP for details). And SimB, I'm (and other modders) waiting since XR for the corresponding XML commands ;-)

Cheers Euclid
So even with as long as XR is out now - you are not able to set keybinds for new mods? :o
That is a big oversight from ES...

I will try the new version! Thank you!

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Re: [MOD] Player Jump ver. 0.2 Dec 12, 2018

Post by alexringess » Sun, 23. Dec 18, 12:11

Hi.
Just wanna say to you that your mod is awesome.
I like the way you used the anomaly thing to create a jump drive like ^^

But I wanted to tell you that the first time I used it, I asked myself : why don't we could find it as an equipement we'd able to buy ? I meant, like a ware you can add to your inventory, like SETA ?
It'd be interesting in term of gameplay to have, at last, to buy it on a secret place, or better, to get the blueprint and having a recipe to craft it ?
I don't know if it would be hard to implement.
Anyway, simply having the device avaliable to buy on a secret place would be nice.

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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by euclid » Sun, 23. Dec 18, 16:59

New version 0.3 uploaded and an addon that allows ships in the player's squad to jump (see OP for details).

A Merry Christmas!

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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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by alexalsp » Sun, 23. Dec 18, 18:37

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.EuclidsSquadJump.EuclidsSJInit: Error evaluating <event_object_subordinate_added> event object: Value 'null' is not of type component
* Expression: player.ship
[General] 0.00 ======================================


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euclid
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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by euclid » Mon, 24. Dec 18, 02:08

alexalsp wrote:
Sun, 23. Dec 18, 18:37

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.EuclidsSquadJump.EuclidsSJInit: Error evaluating <event_object_subordinate_added> event object: Value 'null' is not of type component
* Expression: player.ship
[General] 0.00 ======================================

Guess you were not in the pilot seat ;-)

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

Bravari
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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by Bravari » Wed, 26. Dec 18, 14:55

Euclid:

Great mod by the way. The squad based jump is not working for me.

I pirated a miner in enemy territory. Added him to my squad and jumped back home. He was left behind.

Yes he had a captain. Yes the optional download mod is installed. No his engines were not damaged. Please advise.

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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by euclid » Thu, 27. Dec 18, 12:55

Bravari wrote:
Wed, 26. Dec 18, 14:55
Euclid:

Great mod by the way. The squad based jump is not working for me.

I pirated a miner in enemy territory. Added him to my squad and jumped back home. He was left behind.

Yes he had a captain. Yes the optional download mod is installed. No his engines were not damaged. Please advise.
Hi Bravari :-)

Does the miner has any other order running? Once in your squad he should have the follow/protect order. Try this: Kick him from your squad, check he has no other order running, add him to you squad, He should jump to you.

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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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by alexalsp » Fri, 28. Dec 18, 08:16

It is possible to change the effect to another, less bright.?

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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by Rolgar66 » Fri, 28. Dec 18, 21:20

I have a bug to report. Had a XL ship docked to a Trading station (NPC flying it). I ordered the NPC to undock. After he had undock but before the command "undock" was finished ("undock" was still on the top of the order queue) I ordered the ship to jump. The jump was successful, however the undock command was still in the command queue and couldn't be deleted. So every new command was simply put after undock. I tried to fix the problem by leaving the ship, then the sector, do some missions, come back, but no success.. I also couldn't manually fly the spacecraft. A left click at the captains console simply didn't do anything.

I assume that this issue is related to the unfinished undock command.

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euclid
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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by euclid » Sat, 29. Dec 18, 12:30

Thanks Rolgar66, I'll look into this.

For now I have uploaded a new version of the addon that fixes a bug reported by Bravari.

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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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by FritzHugo3 » Sun, 30. Dec 18, 01:31

Any chance that we will become a realy JumpDrive for all Ships, game-ai, Player-ai, buy the jumpdrive, jump to the Gate from the target system.
(yes i now its realy more complicadet, but it would asome)

You have two houres, make it so (just a joke, sorry :mrgreen: )
Ich fordere mehr und vorallem gerechtere Verteilung von Keksen und Süßkram für die "Magischen 20"! Daher wählen Sie jetzt die DPFGKV, die Deutsche Partei für gerechtere Keks - Verteilung!

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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by alexalsp » Thu, 10. Jan 19, 13:03

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\PlayerAnomalyGeneratorGuidance\md\euclidsanomalygeneratorguidance.xml(56): Required attribute 'speed' is missing
[General] 0.00 ======================================

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.EuclidsSquadJump.EuclidsSJInit: Error evaluating <event_object_subordinate_added> event object: Value 'null' is not of type component
* Expression: player.ship
[General] 0.00 ======================================

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Re: [MOD] Player Jump ver. 0.3 Dec 23, 2018

Post by euclid » Thu, 10. Jan 19, 17:39

@alexalsp: Thanks, fixed that already.
@Rolgar66: Found the cause and fixed it.

Few more tests before uploading an update soon™ ;-)

@FritzHugo3: Jumpdrive as an equipment like in X3 will be tricky as it would require some UI modifications. Not only ware list menu of equipment docks, ship dealer etc. but also the ship's info menu. However, it is possible to let all ships jump if the destination is in a different sector. Need to look into that but it will be a separate mod.

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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Re: [MOD] Player Jump ver. 0.4 and Player Squad Jump ver. 0.3 Jan 11, 2019

Post by alexalsp » Fri, 11. Jan 19, 13:02

Player Jump ver. 0.4 and Player Squad Jump ver. 0.3 Jan 11, 2019

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.EuclidsSquadJump.EuclidsSJInit: Error evaluating <event_object_subordinate_added> event object: Value 'null' is not of type component
* Expression: player.ship
[General] 0.00 ======================================

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euclid
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Re: [MOD] Player Jump ver. 0.4 and Player Squad Jump ver. 0.3 Jan 11, 2019

Post by euclid » Fri, 11. Jan 19, 16:50

alexalsp wrote:
Fri, 11. Jan 19, 13:02
Player Jump ver. 0.4 and Player Squad Jump ver. 0.3 Jan 11, 2019

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.EuclidsSquadJump.EuclidsSJInit: Error evaluating <event_object_subordinate_added> event object: Value 'null' is not of type component
* Expression: player.ship
[General] 0.00 ======================================
Thanks alexalsp, would help if you describe what exactly you were doing ;-) Event object is the player ship. So I guess you were not controlling it (means there is no player ship).

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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Re: [MOD] Player Jump ver. 0.4 and Player Squad Jump ver. 0.3 Jan 11, 2019

Post by alexalsp » Sat, 12. Jan 19, 02:23

euclid wrote:
Fri, 11. Jan 19, 16:50
alexalsp wrote:
Fri, 11. Jan 19, 13:02
Player Jump ver. 0.4 and Player Squad Jump ver. 0.3 Jan 11, 2019

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.EuclidsSquadJump.EuclidsSJInit: Error evaluating <event_object_subordinate_added> event object: Value 'null' is not of type component
* Expression: player.ship
[General] 0.00 ======================================
Thanks alexalsp, would help if you describe what exactly you were doing ;-) Event object is the player ship. So I guess you were not controlling it (means there is no player ship).

Cheers Euclid
New start.

https://imgur.com/a/9x1ZuBk

It is possible that the script is being loaded before the player’s ship generation.

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