[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007

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Cycrow
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Post by Cycrow »

the promiximity alert is there so the ship doesn't crash into anything.

its a safty feature of the jump.

i look into improving the auto jump command, i've not tested it with large ships yet
tatakau
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Post by tatakau »

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Post by tatakau »

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Cycrow
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Post by Cycrow »

tatakau wrote: 1. Proximity check doesn't seem to be necessary, as it seems that X3 automatically avoids collisions of this sort. If anything, it makes Targeting Sensors on Capital Ships and Corvettes useless.
These are nessesary for several reasons.
the Targettings scanners are used because i beleive a gateless jumpdrive is a very powerful thing, and it shouldn't come cheap. The targetting scanners make it cost alot to use.

the promixity check is there for simlar reasons, its new technoligy, thats not always the most reliable, the promixty check is a safety feature.
not for the scripts themselves, but for the actual usage.

so its not always a simply process. otherwise i believe the device would be too powerful.

i will look at improving the autojump command
5. Why can't the player use SETA to speed up the jump, when you can use SETA to speed up non-player-ship jumps?
this is actually a bug in the game, well i consider it a bug. But if you use the script command to jump, its not effected by SETA, but if you use the hotkey, it is.

This is hardcoded, so theres nothing scripts can do, and is most likly an oversight by egosoft
sphr
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Post by sphr »

wonder this has been asked before (I tried my best to search to see if this is duplicated, but the automated search can't be localized to one thread, and could have missed things through manual browsing)

Does anybody encounter some weird missing ware when using autojump? Not sure if this is caused by bad interaction with other scripts or something prerequisite that I did not put in but, autojump *usually* works, but there are these rare cases where:

1) in the midst of battle, or when just contacted enemy in firing range, ship suddenly jump to center of sector (usually happens to player ship with autojump).

2) ship get stripped of wares (no shields, no weapons, just nude sitting ducks getting slaughtered by enemies)

Some of the things I discovered (no clue what happen exactly though)

1) Though the problem could be caused by complication iwth other scripts, turning off autojump seems to stop or reduce the chance of such occurences. (could be due to the path finding that autojump is intercepting?)

2) There are some cases where auto jump cases certain ships (esp vanilla UT) to get stuck in a "loop" where it just suck out the shield power again and again and again and again.... Can be worked around by either switching off autojump, or restarting the ships's task (e.g. stop UT and start again) which may implies that it's the path-finding's fault rather than autojump's problem.


Hope this is useful feedback.
regards
Cycrow
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Post by Cycrow »

the ship gets stripped to prepare for it to jump.

the problem is, that sometimes the autojump triggers without needing to, so it removes the wares but doesn't jump

im currently redoing the autojump command which will hopefully fix it
wanderer
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Post by wanderer »

Hey sphr,

sphr wrote: 1) in the midst of battle, or when just contacted enemy in firing range, ship suddenly jump to center of sector (usually happens to player ship with autojump).

2) ship get stripped of wares (no shields, no weapons, just nude sitting ducks getting slaughtered by enemies)

Some of the things I discovered (no clue what happen exactly though)

1) Though the problem could be caused by complication iwth other scripts, turning off autojump seems to stop or reduce the chance of such occurences. (could be due to the path finding that autojump is intercepting?)

3) There are some cases where auto jump cases certain ships (esp vanilla UT) to get stuck in a "loop" where it just suck out the shield power again and again and again and again.... Can be worked around by either switching off autojump, or restarting the ships's task (e.g. stop UT and start again) which may implies that it's the path-finding's fault rather than autojump's problem.
Point 2: Yes :-) .... but not in this topic. I wrote about the problem in Cycrows TDN - Trade Distribution Netowrk (http://forum.egosoft.com/viewtopic.php?t=155667).

Point 3: - not seen yet -

Point 1:
Dont activate the additional shipcommands 'Adv. JumpDrive autojump'. It seems that every ship, not only in battle jumps this way. First, to the nearest sectorgate, then to the middle of the sector. When deactivated, my group ships (I'm using PiloteAI) works well. And the group is not splittered across the sector.

regards.
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Axeface
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Post by Axeface »

EDIT: Well, looks like I was jumping the gun here. THe ships that were stripped when I issued the command seem to get all their gear back when they reach their destination. VERY disconcerting lol!


I love this script but im having a random problems. Other people have them too it seams, as read on this thread. I know cycrow said hes working on it, so im just posting to say that I have the problem too.

I captured a sohnen seth (M7) and at the moment im having some problems where if I command it to jump, its shield get totally stripped, and it loses all its frieght and weapons. When I set the additional command to use the autojump feature, it resets to none aswell on everytime I load.

I have other ships with an advanced drive, and they I command them to jump, sometimes they lose all of their shields and weapons too. So its not only the seth.

EDIT: It just happened with my HCF too.

Im running XTM with the following scripts...
120 K XTM Draw Distance :: Avicenna :: Yes :: 1.0 :: 16/06/2007
Advanced Jumpdrive - Script Replace Addon :: Cycrow :: Yes :: 1.10 :: 11/03/2007
Advanced Jumpdrive :: Cycrow :: Yes :: 1.50 :: 11/03/2007
Bail Signal Extension :: Voxol :: Yes :: 1.7 :: 06/07/2007
Jumpdrive Kits :: LV :: Yes :: 1.20 :: 31/01/2007
LV's Cheats :: LV :: Yes :: 1.2 :: 09/04/2006
Mass-Driver Ammo Generator :: Cycrow :: Yes :: 1.01 :: 22/07/2006
Overtune BBS :: Cycrow :: Yes :: 1.50 :: 19/06/2006
Ring of Fire :: Gazz :: Yes :: 2.18 :: 27/04/2007
Salvage Claim Software :: Cycrow :: Yes :: 1.05 :: 29/06/2006
Salvage Extension Commands :: Voxol :: Yes :: 1.1 :: 09/06/2007
Self Repairing Hull Technology :: LV :: Yes :: 1.31 :: 21/12/2006
Shield Batteries and Nanobots :: Cycrow :: Yes :: 1.10 :: 11/09/2006
Shield Boost :: LV :: Yes :: 1.0 :: 10/02/2006
Ship Jamming Device :: Cycrow :: Yes :: 1.00 :: 09/08/2006
Xtended Mod Scripts :: The Xtended Team :: Yes :: 0.7.2 :: 26/06/2007
FCS Mk3.
Gallery of my X ships and fanart eg, Boron Megalodon
My wishlist
Disclaimer: Axeface will ignore 'don't like it don't use it' responses :wink:
draffutt
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Post by draffutt »

i am having the same type of issue as axeface but not as elaborate. it is only happening at the oddest time. when i dock and any station then use the advjump my ship will complete the jump but all the adv equipment will disappear. or if i transfer materials to my ship from another and fill up my cargo space when i use the advjump the advjump equipment will disappear on the other end. but if i leave at least 50 or more units of space in the cargo hold then i keep my advjump equipment. strange.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Arziel
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Post by Arziel »

Sorry to add another bug I've got a strange one too. Basicly my Mammoth will only jump a certain distance (max = no. sectors Avarive ->Argon Prime),
the hyperion willl jump anywhere and a titan can only jump 1/2 sectors at a time.
This id slightly frustrating.
sphr
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Post by sphr »

@Cycrow

am I correct to assume that the main purpose of stripping a ship of wares is to make space for temporay energy cells in order to make a jump? (it could be obvious from earlier posts, but just confirming)

If this is so, could this be an alternative?

rather than stripping wares (and potentially making ships very very pitiful if advance jump does not occur and shields and weapons get stripped) is it possible to temporary overtune the cargo space instead, add in the energy to make the jump, then add back later, which a safety time checked later to see if the jump was not made, then undo the temporary cargo tunings and remove the extra energy. If this is possible, and if something goes wrong, at least the ships are not defenseless and the extra energy and cargo tunings would be reclaimed later anyway.

of coz, if I've misunderstood anything, juz ignore me :)
Cycrow
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Post by Cycrow »

yeah it removes the cargo so theres room, but only happens if there isn't enough room already.

unfortuatlly, overtuning the cargo bay doesn't work like engine or rudder. It wont go beyond whats set in TShips
draffutt
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Post by draffutt »

shouldn't it randomize what cargo gets removed if it needs space rather then loose the advjump, targeting compter, and energy gen every time? or is that the intent?
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Cycrow
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Post by Cycrow »

its supposed to return it one the jump is made
draffutt
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Post by draffutt »

its not doing that. tested this with 4 different ships. all ships had full cargo when they started the jump. all 4 of those items where gone when the jump was completed.

personnel i would make it so if a player attempts to jump using advance jump drive with full cargo they should loss however much space was needed to make the jump. it is after all a highly advanced tech newly depolyed.

whenever you get around to updating this could you make it so the advance jump commands don't appear on the fighter drone command counsel? for some reason they are showing up there but it doesn't have those items installed
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
sphr
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Post by sphr »

Cycrow wrote: unfortuatlly, overtuning the cargo bay doesn't work like engine or rudder. It wont go beyond whats set in TShips
ahhh crap... lol... Must have been hardcoded in :)

Well, in view of that, just for discussion's sake, how about this:

1) do not take out weapons/shields. (If the resultant energy storage after taking out the rest cannot make the jump that far, then the ship can't make the jump that far. period.

2) add a safety-check task that checks back after a while. And if it finds that the ship is not jumping but wares exists in the temporary buffer, it reverts the ware-shift by taking away the temp energy and putting back the original ware, assuming that the jump has either failed or has been cancelled or somethig else went wrong (or is this already done?)

Juz some suggestions on trying to make auto-jump safer (as in don;t incur a reload) ;)
Arziel
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Post by Arziel »

So no one else has had my problem? :?: :?: :?:
Treach
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Post by Treach »

Hello Friends, I would like to request some help with this script.

I have the X3 2.0.02 DVD, and the following installed:

3.1.0.6 bonus back
Xtended Mod .7.2 + scripts

Advanced Jumpdrive 1.50 + addon scripts 1.10
120km Draw Distance
Bail Signal Extension 1.10
BBS Extras 1.61
LV's Cheats 1.2
Race Response Fleets Redux B5
Salvage Claim Software 1.05

My problem is that I just bought a Jaguar Raider, which I transfered my Advanced Jumpdrive and Targeting Sensors to. I am completely unable to jump with it, and I am using the Console to jump, not Shift-J. I was able to jump fine with my Buster that I just sold, but every time I attempt to do so in the Jaguar it refuses to do so, and the game voice responds with "This missile is not compatible with your ship". I've tried jumping both long and very short distances, with and without using the targeting sensors, and it's always the same error.

Am I doing something wrong? Is there a conflict? I don't see how there would be since this was working fine earlier. :?

Thanks!
Cycrow
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Post by Cycrow »

the sound ur getting could be a possible conflict, or it could be a mistake i made in which sound it uses. I will check the later.

as for Shift+J, that will never work with the Advanced jumpdrive, you have to use it via the command console.

which commands have you tryed to use, have you tryed the specific Energy-Free commands available ?

with the adon, the normal jump commands should work, but u should try the specific commands to c if they work better.

targetting scanners are only required when you jump to position, you can just to a sector without them
Treach
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Post by Treach »

Hello Cycrow

I found out some time ago about Shift-J not working with the Adv. Jumpdrive. I've only been using the command console/navigation/energy-free-jump commands to use the Adv. Jumpdrive, and as I mentioned it was working fine with my Buster. I've tried to use both the Energy Free Jump and Targeted Energy Free Jump commands, both long distance and short distance jumps, and they all refuse with the "This missile is not.." message. I have not tried any of the commands using a normal Jumpdrive and the energy generator.

Thanks!

Edit - OK, some thoughts. I just went back and verified that the adv. jumpdrive works fine with my Buster, but won't work with the Jaguar. Also, something else wierd, when I did the freight transfer on the station, I noticed that my Buster had a Jumpdrive installed, when I know for a fact I never bought or looted one. Also, the normal Jumpdrive size is M, and the Jaguar can only carry up to S sized freight. I wonder if perhaps that has something to do with it?

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