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

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klarch
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Post by klarch »

I'm using this script along with several others (military transport, personnel transport, Codea, RRF, etc.) and all works well so far, but I have not been able to hire a navigator yet due to my fighting rank is still too low, so I can't really say how well this script works yet. I also have a script called Gateless jumps which allows jumps to any coordinates for double the e-cells (which I want to self limit to big ships with a navigator of course).

I did notice this in the description...
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
Does this mean I have to use these scripts to get NP ships to use beacons as well or will regular NP ships use them?

Also, does this mean they will use MY jump beacons as well or only my ships can use my jump beacons?

Last question, If they can't use my beacons and deploy their own to use, can I blow theirs up to prevent them from using them, and will this cause a rep loss?

Thanks for all the scripts, they are great!!!
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Saetan
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Post by Saetan »

klarch wrote:
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
Does this mean I have to use these scripts to get NP ships to use beacons as well or will regular NP ships use them?

Also, does this mean they will use MY jump beacons as well or only my ships can use my jump beacons?

Last question, If they can't use my beacons and deploy their own to use, can I blow theirs up to prevent them from using them, and will this cause a rep loss?
Only player owned ships can run CAG, CLS, EST and PSC scripts. There are no commonwealth, terran or pirate ones.

By the way, SRS and CODEA should be able to use Jump Beacons too. Also for CAG, CLS, EST and PSC at least, it doesn't matter if the navigator is in the cargo bay (life support system!) or the pilot himself. That may (or may not) apply to SRS and CODEA too.
klarch
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Post by klarch »

Saetan wrote: Only player owned ships can run CAG, CLS, EST and PSC scripts. There are no commonwealth, terran or pirate ones.

By the way, SRS and CODEA should be able to use Jump Beacons too. Also for CAG, CLS, EST and PSC at least, it doesn't matter if the navigator is in the cargo bay (life support system!) or the pilot himself. That may (or may not) apply to SRS and CODEA too.
Sorry, new to this game and its scripts.

So if I understand right, only player owned ships and player hired ships will use beacons and there will be no non player jump beacons deployed or used in the game? (i.e. no random teladi laying a jump beacon to get to stations quicker and steal my profits.)
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Saetan
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Post by Saetan »

klarch wrote:Sorry, new to this game and its scripts.

So if I understand right, only player owned ships and player hired ships will use beacons and there will be no non player jump beacons deployed or used in the game? (i.e. no random teladi laying a jump beacon to get to stations quicker and steal my profits.)
CAG, CLS, EST, PSC, SRS and CODEA are scripts by the scripter Lucike. Jump Beacon is also a script by him.

Only ships which are running one of these scripts are able to use these beacons. As any other than player owned ships aren't able to run one of these scripts, they aren't able to use the beacons. For hired ones it's the same. They are not player owned and they run none of the above named scripts and therefore can't use them.

Best regards,
Saetan
klarch
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Post by klarch »

Saetan wrote:CAG, CLS, EST, PSC, SRS and CODEA are scripts by the scripter Lucike. Jump Beacon is also a script by him.

Only ships which are running one of these scripts are able to use these beacons. As any other than player owned ships aren't able to run one of these scripts, they aren't able to use the beacons. For hired ones it's the same. They are not player owned and they run none of the above named scripts and therefore can't use them.

Best regards,
Saetan
Thank you. All clear now.
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cattafett
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Post by cattafett »

do you need to tell you Cag traders to use the jump beacon as mine still jump to the center of the sector
the lay out
my complex is in Ringo Moon with the complex hub at X0,Y25,Z0
and the jump beacon at X6,Y25,Z0
all traders at major dealer
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
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Saetan
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Post by Saetan »

Jump Beacon
(Version 3.1.01 – 27th March 2010)



[ external image ]

[ external image ] [ external image ]


-> Jump Beacon (Version 3.1.01)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.07, 27th March 2010)

-> Military Transport (Required, for needed personell)



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


cattafett:
Navigator for at least one hour as pilot or on board of the freighter which didn't jump to the beacon?
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cattafett
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Post by cattafett »

Saetan wrote:Navigator for at least one hour as pilot or on board of the freighter which didn't jump to the beacon?
sorry was under the impression that Cag and CLS didn't need a Navigator
guess i need to Re-equip my Traders
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
klarch
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Post by klarch »

cattafett wrote:do you need to tell you Cag traders to use the jump beacon as mine still jump to the center of the sector
I'm having the same problem with my EST traders. I have two mercury haulers with Major Dealers piloting, working navigators (names in green) on both ships in the cargo hold. I have one trading e-cells and the other buying and selling ore around Argon Prime area. I've setup jump beacons in The Wall sector between the two solar power plants and a beacon near every ore mine in Ore Belt and Herron's Nebula. They jump to the beacons if ordered to do so, but if left to decide for themselves they either jump through a gate or to the center of the sector and move out to the stations to buy or sell.

I was wondering if the beacons are jumped to automatically in commonwealth sectors or only in gateless terran, unknown setors? Or are they jumped to automatically at all???

Also is there a minimum range the beacons must be placed from a station (mine are about 8km away on the landing side of the stations)?

Thanks for any help or information.

Question for Saetan, I just checked the forum for Lucikes Script Collection to see if I was using the latest version of these scripts and I noticed that the scripts in the German forums are a higher version than in the english forums of these scripts. Would I be able to download these higher version scripts from the German forums and use them with an English copy of the game?
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Litcube
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Post by Litcube »

Holy damnit, this is a brilliant idea.
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Lucike
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Post by Lucike »

klarch wrote:Question for Saetan, I just checked the forum for Lucikes Script Collection to see if I was using the latest version of these scripts and I noticed that the scripts in the German forums are a higher version than in the english forums of these scripts. Would I be able to download these higher version scripts from the German forums and use them with an English copy of the game?
Yes, you can.
Litcube wrote:Holy damnit, this is a brilliant idea.
Thanks. ;)

Regards
Lucike
Image
klarch
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Post by klarch »

Lucike wrote:
klarch wrote:Question for Saetan, I just checked the forum for Lucikes Script Collection to see if I was using the latest version of these scripts and I noticed that the scripts in the German forums are a higher version than in the english forums of these scripts. Would I be able to download these higher version scripts from the German forums and use them with an English copy of the game?
Yes, you can
Thanks for the answer and the great scripts that really enhance this game.

Update: That solved my problems. :D Time to stop testing, start a new game, and begin my conquest of the galaxy.

Thanks again!!!
Patholos
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Post by Patholos »

I've been using this script, and tbh it's by far one of my top 5 maybe even top 3.

This is why:

A CAG/CLS/any owned ship that's been taught at Lucike Script High School will use this to shorten their trip. Used in conjunction with docking computer fix made by graxster, your traders will dock at your station, undock, jump within 5 km of the target station, autodock almost instantly, then repeat the process.

TL:DR? Bottom line: Your profitsss will skyrocket alot faster and alot safer :D
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Saetan
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Post by Saetan »

Jump Beacon
(Version 3.1.02 – 24th May 2010)



[ external image ]

[ external image ] [ external image ]


-> 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)



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

I've just installed this and have sen military transports flying around. My question is, how do I hire navigators for my CAGS?

Cheers.
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Saetan
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Post by Saetan »

You have to dock before such a (blue marked) transporter at its target station. As soon as it is docked, you will be asked to hire personell. Sometimes there is a navigator too to be hired.

Another way to get navigators is by training them by yourself. Lucikes Personell Transporter enables the training of personell, see its manual for further details.
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Krewzur
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Post by Krewzur »

Is it possible to use the jump beacon without the need for recruiting pilots? I think that feature is a bit too tedious, and the game is tedious enough as it is.
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DaveyP
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Post by DaveyP »

AFAIK, only the playership can use beacons without navigators.
Requiemfang
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Post by Requiemfang »

Hmmm... what part of the script dictates which factory is set aside to produce the jump beacon might I ask? I noticed the Jump beacon likes to conflict a bit with another script that TECSG has made. The camera drone factory produces camera drones and if this is installed in the game the camera drone as a product gets replaced by the jump beacon. Would it be better to just add the ware instead of replacing it so it doesn't cause conflicts with other scripts that utilize certain wares?
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Saetan
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Post by Saetan »

Requiemfang wrote:The camera drone factory produces camera drones and if this is installed in the game the camera drone as a product gets replaced by the jump beacon. Would it be better to just add the ware instead of replacing it so it doesn't cause conflicts with other scripts that utilize certain wares?
Lucike decided to replace the camera drone, because it's usually not used ingame. Neither as ware, as drone nor getting produced by a factory.

Adding an own jump beacon would have meant to modify at least the TShips, which would 'cause incompatibilities to any ship-mod. And as you know, there are quite a lot of them.

For technical background to modify the scripts ask Lucike himself, please. I can't tell you information like that as I don't know them.

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