[SCRIPT]Advanced HyperDrive(AHD) v2.0 [Apr.09.2009] with video demo TC2.0a compatible

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Loky77
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Post by Loky77 »

Kortako wrote: Hey Loky, thanks for the attempt; though I don't understand what you meant by that last part. When I meant jumping to a gate, I meant that you literally select the gate as the destination, and it would just jump you normally, except without needing E-Cells. So there wouldn't be a "destination" per se, you'd just come out of the gate like normal. And also, yeah, I only want this for the player ship, the other ships can go ahead and do their little "move to position" thing so they don't collide with each other. Basically, if you could make that happen when you select the gate as the destination, this would be a complete replacement for the old jump scripts. Is that what you tried, or was it something different? Also, since you said the code is easy to write, could you point me out where I could add the code in myself, to give it a try and see what you mean? Thanks!
Ok i think i got it, however the script argument is a secor position and not a warpgate, so it is not possible to reroute that argument in function of what the user is inputting as argument class is set before input.
When you choose a gate as a destination, for the script it is not a gate, it is the sector position of the gate ;)
Although i think i can do some workaround checking if a gate is near that position you selected and make you go through that gate :)

Edit: This is now implemented but induced a little delay at the gate's exit (Ego game mechanism, can't do anything), so I'll make it as an option disabled by default


I think i will add that and the option for sound in next version as well as some other fixes .. see next post :)
Last edited by Loky77 on Thu, 26. Mar 09, 14:47, edited 1 time in total.
Loky77
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Re: More crashes

Post by Loky77 »

WDog wrote:I have also been getting Crashes to desktop on my game with autodrive command.

Its even happening on a new game with no other scripts. I this this game I have only 2 ships and it has happen on either my Player ship or the MORT trader. :roll:

I spent the whole day playing around with the autojump script and I think I have it solved.

I believe that it was possible for the script to interrupt itself on hyperjump commands. ie Hyperjump script would be interrupted with another hyperjump call. :lol:

Loky77 I will send you the code. :)
Thanks for the code, you indeed did quite the same thing in a different manner, like the script check on stack instead of command :) this is some kind of cleaning i like (another way of doing the same thing), anyway there is still some things that won't work:
When you changed the long ship class check ... i know this line is ugly ..
but you can't do another way ... i explain,
suppose

Code: Select all

$class = [THIS] -> get class 
. return M3 .... i agree M3 is a movable ship BUT if you do that kind of check

Code: Select all

if M3 == Movable ship  
.. that check return false ... YES ... M3 != Movable ship :P

And autodrive do check if an already hyperjump or quantum jump is in action maybe that was some kind of bad timing between the loops
Anyway if it prevent some crashes I'll modify a bit your code and include it
I'll also change the gate proximity check, you used the standard quantum distance check .. quantumjump to another sector via gate needs to have that distance lessen to about circumference of gate .. Don't worry I'll tweak that :)
Also you right about global script call, that was a thing that i had planned but haven't done yet. thanks for reminding that to me :) However it shouldn't cause any problem as it is now :)

About the "move to position command" I'm not really fond of tweaking stock ego script, so i'll modify the auto drive to not activate if the move to position script is still the stock one.

And i don't know why you don't want auto drive to activate for asteroid scanning .. auto drive is working with it :)

@alemarazza i don't have EST installed ... i'll get a look at EST to see if there is conflict somewhere. And that kind of corruption is weird .. only when you exit game. finding what could cause that will be hard i think


Edit: Found a workaround for the ugly line of ship class check

Thanks all for the nice input :)
It makes the script getting better
semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

Loky: i don't think it's EST specifically. i had a persistent CTD on a Pirate Osprey on Protect orders with auto-drive. it was protecting an EST, but when i loaded the game, cancelling and regiving the protect order prevented the crash.

i had no idea what was going on. still don't. later had the same problem with protect on a different Osprey, but after a while it seemed to sort out.
Loky77
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Post by Loky77 »

semiliterate wrote:Loky: i don't think it's EST specifically. i had a persistent CTD on a Pirate Osprey on Protect orders with auto-drive. it was protecting an EST, but when i loaded the game, cancelling and regiving the protect order prevented the crash.

i had no idea what was going on. still don't. later had the same problem with protect on a different Osprey, but after a while it seemed to sort out.
CTD is probably due to some weird timing in the loops of Auto-drive, thanks to WDog input, Auto-drive script will be cleaned a bit, and according to WDog that makes less to none CTD.

What worries me is the game save corruption experienced by one user, and i have no clue what could cause that 8)
Solar42
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Joined: Thu, 26. Mar 09, 15:49

Post by Solar42 »

I've also been experiencing save corruption, and I think I might have narrowed it down to the Auto-Drive function as well, since I haven't had any saves corrupted that don't have ESTs with auto-drive going. I suspect it would eventually happen on any ship using it though.

Edit: It also seems that my most recent save won't load at all unless the script is disabled through the plugin manager. For reference, here's the scripts I'm running:

Cycrow's cheat scripts
Advanced Hyperdrive (non EMP version)
MARS fire control
Lucike's CLS, CAG, and EST scripts
Loky77
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Post by Loky77 »

Solar42 wrote:I've also been experiencing save corruption, and I think I might have narrowed it down to the Auto-Drive function as well, since I haven't had any saves corrupted that don't have ESTs with auto-drive going. I suspect it would eventually happen on any ship using it though.

Edit: It also seems that my most recent save won't load at all unless the script is disabled through the plugin manager. For reference, here's the scripts I'm running:

Cycrow's cheat scripts
Advanced Hyperdrive (non EMP version)
MARS fire control
Lucike's CLS, CAG, and EST scripts
Humm .. seems like it is all related to EST and auto drive together, anyway as i said earlier i have a cleaning of the auto drive script thanks to Wdog input, wait till next version to see if things still go wrong or not :p
I'll have a look at EST, even disabling auto drive when EST is active in case we have our culprit 8)
Kortako
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Post by Kortako »

Loky77 wrote:
Ok i think i got it, however the script argument is a secor position and not a warpgate, so it is not possible to reroute that argument in function of what the user is inputting as argument class is set before input.
When you choose a gate as a destination, for the script it is not a gate, it is the sector position of the gate ;)
Although i think i can do some workaround checking if a gate is near that position you selected and make you go through that gate :)

Edit: This is now implemented but induced a little delay at the gate's exit (Ego game mechanism, can't do anything), so I'll make it as an option disabled by default


I think i will add that and the option for sound in next version as well as some other fixes .. see next post :)
Awesome Loky, that's great! I'm sorry to hear about your auto-drive bug; i've never experienced any of those because I've never tried the auto-drive function.

Also, I was wondering, for the Quantum jump hotkey (the triple press one that jumps to your targetted thing), is it supposed to work if you just tap it 3 times? Cause I have to actually hold the button down after pressing it 3 times in order to go the full distance; otherwise it'll start quantum jumping and then just stop, leaving me where I was before. Is this a bug, or intentional?
semiliterate
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Post by semiliterate »

mine works fine, but if i press it two times and then exit the sector map, it quantum jumps me in a random direction. well possibly not random, but i don't know how it selects it.
Tasolth
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Post by Tasolth »

Semi-related, but I am having frequent crashes, I have figured out the sound thing and that's not the cause. I did a little experiment, and it's the autodrive that's causing me to crash. I do have the (cheat) credit deduction part running so that may be whats causing it.

Details of the experiment, Had a vulture hauler (TS) autopilot flying to a station 4 jumps away (docking). IT had begun is journey, and I then switched it to autodrive. Immediately my game crashes back to the desktop.

This doesn't always happen though, which is really strange. Sometimes I can use the autodrive without flaw for hours on end, and then sometimes It crashes frequently.

I'm using a number of scripts, but NOT EST, or CAG.
Only script by lucike is the ecliptic projector.

I do find your script extremely useful and I'll try to help by providing logs or whatever else you might need to nail this down.
Solar42
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Post by Solar42 »

I've been able to stay corruption free for several ingame hours now at SETA x10. The difference this time I think is that I did not buy the quantum jump device for any of my transports. Either way, I'm going to continue running it to see what will happen.

Edit: Well, my most recent 2 saves got corrupted, but one before is fine. If i can provide logs or anything, let me know.
WDog
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Re: More crashes

Post by WDog »

Loky77 wrote:Thanks for the code, you indeed did quite the same thing in a different manner, like the script check on stack instead of command :) this is some kind of cleaning i like (another way of doing the same thing),

I did it by checking the stack as the command check can only check the current command and if the command gets pushed down in the stack your tests fail. Also while looking at the script stack when running the explore commands it uses !move.moveposition and !move.movepositioncontinue which is why the autodrive fails.

Loky77 wrote:anyway there is still some things that won't work:
When you changed the long ship class check ... i know this line is ugly ..
but you can't do another way ... i explain,
suppose

Code: Select all

$class = [THIS] -> get class 
. return M3 .... i agree M3 is a movable ship BUT if you do that kind of check

Code: Select all

if M3 == Movable ship  
.. that check return false ... YES ... M3 != Movable ship :P

I thought I broke it :)
Loky77 wrote: And autodrive do check if an already hyperjump or quantum jump is in action maybe that was some kind of bad timing between the loops
Anyway if it prevent some crashes I'll modify a bit your code and include it
Using the task stack will detect your two scripts even if its interrupted by another script. I don't know if it's the reason but I have now played 3+ hours with no crashes.

Loky77 wrote: <snip>
Also you right about global script call, that was a thing that i had planned but haven't done yet. thanks for reminding that to me :) However it shouldn't cause any problem as it is now :)
I was just grasping at straws and it was my first change and it did not solve my crashes.
Loky77 wrote:About the "move to position command" I'm not really fond of tweaking stock ego script, so i'll modify the auto drive to not activate if the move to position script is still the stock one.
Make it optional. :) I autodrive works with either version and all we need to do is add

Code: Select all

066   * Get variable set by !ship.cmd.moveposition
067   |$target = [THIS] -> get local variable: name='loky.goto.pos'
068   * Make sure  !ship.cmd.moveposition is still running
069   |if $target
070   ||if not [THIS] -> is script '!ship.cmd.moveposition.std' on stack of task=0
071   |||$target = null
072   |||[THIS] -> set local variable: name='loky.goto.pos' value=null
073   ||end
new   |
new   * If !ship.cmd.moveposition is running it must be EGOSOFT version
new   |else
new   ||Skip if not [THIS] -> is script '!ship.cmd.moveposition.std' on stack of task=0
new   ||goto label exit.short.wait
074   |end 
I actually only changed the command script deliberately. This script is only used if you activate the navigation command on the ship. All the scripts that use the move to position code call !move.moveposition. In actual fact the explore commands use it.

I was considering changing the !move.moveposition script which would fix the explore commands but I decided to test with the command script as only the player uses that. I also did the command script as its already had a sector position array where the !move commands I would have build the array.

It is interesting to note that the code seems to be converted from an older version

Code: Select all

 [THIS] -> set command: COMMAND_MOVE_POS  target=$sector target2=$x par1=$y par2=$z
as you cant use target2 par1 or par 2 in the version 43. And testing has shown that target2 is null with this command.
Loky77 wrote:And i don't know why you don't want auto drive to activate for asteroid scanning .. auto drive is working with it :)
That is cause its setting a proper target. :P I just tested out for all explore commands, did not even consider that the asteroid scanning would work.

On game balance.

I know that you don't want to add any more wares but Hyperjump is quite powerful and there should be some cost above just acquiring a jumpdrive. Maybe both jumpdrive and transporter device. I dunno.

With EST, CAG, UT's et al I believe autodrive should only be able to be enabled when the ship pilot is skilled enough to use the jumpdrive. The pilot info is a local variable on the ship. This also means that the refuel e-cell code that are in these scripts will be running.
If you want I may be able to write a Lib script for this.

EDIT:
After 3 1/2 hours I got another crash. :evil: I dunno why yet. None of my ships have quantum drives yet and I don't think my one ship with autodrive on actually jumped. This is still better than crashing every 10-15 minutes that I had the day before yesterday.

Umm I actually have two according to the logs. But only one has a jumpdrive so the miner does nothing. :?
semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

i can't code

but

could the stock jump script that is presumably called when you jump include

check for AHD wares
if present, AHD jump instead
check for position going to gate
if so, normal jump?

wouldn't that insert AHD use into all auto-jump/trade scripts without a problem?
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X2-Eliah
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Post by X2-Eliah »

It could be called when you use the jump commands from the console, but it most likely could not be intercepted if you sued the regular jumpdrive hotkey, since that bypasses some stuff.. I think it was so in Reunion, at least.
Loky77
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Re: More crashes

Post by Loky77 »

WDog wrote:
Loky77 wrote:anyway there is still some things that won't work:
When you changed the long ship class check ... i know this line is ugly ..
but you can't do another way ... i explain,
suppose

Code: Select all

$class = [THIS] -> get class 
. return M3 .... i agree M3 is a movable ship BUT if you do that kind of check

Code: Select all

if M3 == Movable ship  
.. that check return false ... YES ... M3 != Movable ship


I thought I broke it :)
Hehe no problem :p
WDog wrote:
Loky77 wrote: And autodrive do check if an already hyperjump or quantum jump is in action maybe that was some kind of bad timing between the loops
Anyway if it prevent some crashes I'll modify a bit your code and include it
Using the task stack will detect your two scripts even if its interrupted by another script. I don't know if it's the reason but I have now played 3+ hours with no crashes.
It don't really bother with the how of that but if it eliminates some user's crashes it is always good.
WDog wrote:
Make it optional. :)
Making it optionnal is the first thing i did modify when reviewing what you send. Some users don't want to mess with original files so it has to be optional.
WDog wrote:
Loky77 wrote:And i don't know why you don't want auto drive to activate for asteroid scanning .. auto drive is working with it :)
That is cause its setting a proper target. :P I just tested out for all explore commands, did not even consider that the asteroid scanning would work.


That 's it, the asteroid is set as a target position that's why i didn't exclude that command from Auto drive at first.
WDog wrote: On game balance.

I know that you don't want to add any more wares but Hyperjump is quite powerful and there should be some cost above just acquiring a jumpdrive. Maybe both jumpdrive and transporter device. I dunno.


Well ... this thing is for fun, i putting too much conditions gets the fun out, maybe i will tweak that later but for now, i don't want to add any mandatory ware for hyperjump. I might add some other conditions but need more inputs and users idea.
WDog wrote: With EST, CAG, UT's et al I believe autodrive should only be able to be enabled when the ship pilot is skilled enough to use the jumpdrive. The pilot info is a local variable on the ship. This also means that the refuel e-cell code that are in these scripts will be running.
If you want I may be able to write a Lib script for this.
Well i can't adapt this script to every others one out there, would be too much of a hassle :) and an infinite develpment to adapt to every script. I think this is the user choice, want CAG and UT to be very powerful .. use it, you think it is too much, then don't :)
I don't intent to get this script signed, too complex, too un balanced from the dev's view ... So the user has to choose.

Anyway, if you think that a library could be easily done, you sure can go for it. I dont have EST and all installed so, go ahead WGod :p
WDog wrote: EDIT:
After 3 1/2 hours I got another crash. :evil: I dunno why yet. None of my ships have quantum drives yet and I don't think my one ship with autodrive on actually jumped. This is still better than crashing every 10-15 minutes that I had the day before yesterday.

Umm I actually have two according to the logs. But only one has a jumpdrive so the miner does nothing.
I had some crashes also even with stock game and a few script before even writing the AHD, so it is possible that sometimes you crash and it is not related to AHD. So every crash you have is not the AHD guilt :)
Loky77
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Post by Loky77 »

X2-Eliah wrote:It could be called when you use the jump commands from the console, but it most likely could not be intercepted if you sued the regular jumpdrive hotkey, since that bypasses some stuff.. I think it was so in Reunion, at least.
It would involve intercepting and rerouting the script called by the hotkey press :p
semiliterate wrote:i can't code

but

could the stock jump script that is presumably called when you jump include

check for AHD wares
if present, AHD jump instead
check for position going to gate
if so, normal jump?

wouldn't that insert AHD use into all auto-jump/trade scripts without a problem?
that can be done in 2 ways, either rewriting the whole stock jump script, either rerouting the script call from normal jump to use the AHD one instead.
The latter the easier, but as i already said i'm not fond of rewriting stock stuff because when patch comes up from EGO, i will have to rewrite it again or re-route again if they change something in the jump script.
Also i don't know how modifying those stock script would intervene in the whole game. NPC behaviour etc .. it could be very touchy and i don't want to go down that way :)
Nonetheless, WDog proposed some very minor change to one stock function that doesn't alter its native execution in that auto drive can engaged (actually disabled in 1.7) when using some commands like "move to position"

Also, in the next version there is a option so that playership selecting an hyperjump destination as a gate (not more than 300m from a gate position) will jump through that gate, thus emulating a normal jump.
you'll have to set that in the config menu as this will be disabled by defaut :)

Finalizing some test and next version should be in the pipe soon.



Also I'm asking if someone here has some knowledge and would like to maintain this script for the German community.
I mean translating the t file (easy for a German speaking person), writing the readme and script opening thread description and maintaining that thread in the German forum as I'm not German speaking.
I don't know a word of German so if someone wants to do it, let me know
Kortako
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Post by Kortako »

Hey Loky,

All this conversation about the stock jump scripts made me think of something. Is it possible to make your jump script "SETA-aware"? As in, if I use SETA during the jump process, it will actually speed it up? I'm pretty sure that's the ONLY thing that doesn't work with SETA, which makes NO sense because if you use the standard hotkey it works fine, and i've never understood why. I know it's not your fault, that's the way scripted jump sequences seem to behave. This happens with the stock jump scripts as well, when you don't use the hotkey. You can't use SETA, cause if you do, you'll still be sitting there for the full time but everything around you will go faster.

Also, i've fallen in love with the quantum jump. It's SO useful for large sectors. I'm wondering though, is there a way to refine the process a bit? Well mostly, I just don't understand why i'll quantum jump to something, and then as soon as I stop at the position i'm "warped" to some other position, even though the position I was in before was fine. And maybe you could tighten the proximity sensors or whatever it is that stop the ship when you get too close to something...for example if I point at a gate that's requires me to fly between two close asteroids, but I have a clear path and the ship could clearly fit between the two, the jump will still stop between the two asteroids. Could anything be done about that?

Okay, I realize this is a lot of feedback, and if it's too much, then don't worry about it. You've already got a bunch of stuff going on. :P I'm really just interested in whether the SETA thing is possible.

Thanks Loky!
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Post by BlackRain »

My game is definitely freezing sometimes when it uses the Quantum drive. Not always but sometimes
WDog
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Still chasing bugs

Post by WDog »

I trying to isolate the issue with crashes I have found weird behaviours with Auto Drive. (It may be some stations in Boron Space as I cant get crashes in Agron space)

Firstly I consolidated log files to log86200.txt and updated all the log file texts. :roll: Ignore my poor spelling. :oops:

The log texts all identify the ship and will print if the drives were engaged or if there was a failure cause of no fuel or missing equipment.

Added tests for if the ship is docked.

Code: Select all

015   * === LOOP START ===
016   while [TRUE]
017   |
018   * Skip all tests if ship is docked, Landed or landing
019   |skip if not [THIS] -> is landing
020   ||goto label exit.long.wait
021   |skip if not [THIS] -> is landed
022   ||goto label exit.long.wait
023   |skip if not [THIS] -> is docked
024   ||goto label exit.long.wait
Download mhordes.autojump_28-3-2009.zip

Here is a log output for a MORT trader with no Quantum Drive

Code: Select all

=== Start on David Super Freighter ===
David Super Freighter has destination of Factory, Ore Mine M gamma(Herron's Nebula)
David Super Freighter is atempting to Hyperjump to (-536, 6854, -14935) in Herron's Nebula
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Ore Mine M gamma(Herron's Nebula)
David Super Freighter is atempting to Hyperjump to (-536, 6854, -14935) in Herron's Nebula
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Ore Mine M gamma(Herron's Nebula)
David Super Freighter is atempting to Hyperjump to (-536, 6854, -14935) in Herron's Nebula
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Ore Mine M gamma(Herron's Nebula)
David Super Freighter is atempting to Hyperjump to (-536, 6854, -14935) in Herron's Nebula
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Ore Mine M gamma(Herron's Nebula)
David Super Freighter is atempting to Quantum Jump to (-536, 6854, -14935)
David Super Freighter unable to jump, needs drive to be installed....
David Super Freighter is atempting to Hyperjump to (-536, 6854, -14935) in Herron's Nebula
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Ore Mine M gamma(Herron's Nebula)
<<<snip>>
David Super Freighter has destination of Factory, Ore Mine M beta(Herron's Nebula)
David Super Freighter is atempting to Quantum Jump to (-2032, -2133, 7555)
David Super Freighter unable to jump, needs drive to be installed....
David Super Freighter is atempting to Hyperjump to (-2032, -2133, 7555) in Herron's Nebula
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Ore Mine M beta(Herron's Nebula)
David Super Freighter has destination of Factory, Ore Mine M beta(Herron's Nebula)
David Super Freighter has destination of Factory, Weapon Component Factory alpha(Argon Prime)
David Super Freighter is atempting to Hyperjump to (20639, 5092, 29689) in Argon Prime
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Weapon Component Factory alpha(Argon Prime)
David Super Freighter is atempting to Hyperjump to (20639, 5092, 29689) in Argon Prime
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Weapon Component Factory alpha(Argon Prime)
David Super Freighter is atempting to Hyperjump to (20639, 5092, 29689) in Argon Prime
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Weapon Component Factory alpha(Argon Prime)
David Super Freighter is atempting to Quantum Jump to (20639, 5092, 29689)
David Super Freighter unable to jump, needs drive to be installed....
David Super Freighter is atempting to Hyperjump to (20639, 5092, 29689) in Argon Prime
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Weapon Component Factory alpha(Argon Prime)
David Super Freighter is atempting to Quantum Jump to (20639, 5092, 29689)
David Super Freighter unable to jump, needs drive to be installed....
David Super Freighter is atempting to Hyperjump to (20639, 5092, 29689) in Argon Prime
David Super Freighter sucessfully jumped...
David Super Freighter has destination of Factory, Weapon Component Factory alpha(Argon Prime)
David Super Freighter has destination of Factory, Weapon Component Factory alpha(Argon Prime)
The line David Super Freighter sucessfully jumped... is telling us that the AutoDrive Script has called the hyperjump script.

Since it's called again next iteration it didn't work at first. This only occurs when moving to another sector

I looked at the Script stack and for about 20 - 30 seconds it would be

Code: Select all

Trade Scripts
!move.movetostation
!move.jumptogate.nearest
!move.jump
Then change for about 5 seconds to

Code: Select all

Trade Scripts
!move.movetostation
plugin.loky.hyperjump
plugin.loky.hyperjumping
Now this is from memory of me staring at the screen today so I may have the names incorrect.

Now observing on the sector map the ship jumps from near the station it undocked and arrives at the gate near the destination station. Then shortly later it jumps to the station.

I think the issues is in the interrupt script call

Code: Select all

340   ||[THIS] -> interrupt with script 'plugin.loky.hyperjump' and prio 20: arg1=$jump.pos arg2=$ship.ret arg3=null arg4=0
Can move.jumptogate.nearest and !move.jump be interrupted in this way? :?

To me it seems that the remote ship does a conventional jump with three or four failed Hyper jumps and arrives at a gate then the ship try's to quantum jump which fails (no Q drive on ship) then it finally does a hyper jump.

Now I am sure I saw the traders arriving at gates before I started playing in your code last week :roll: But I could be wrong.

I have not observed any of these issues with the playership. But I have not tried to jump commands. Just use the autopilok :P using the mouse drop down list on the destination.

EDIT: Oooh! I was reading some of the tutorials and learnt how to replace the standard commands without changing any Egosoft scripts. So next week when I get a few days off I will fix Move to Position script to work with auto drive and then fall back to normal Egosoft script.

WD
Last edited by WDog on Sun, 29. Mar 09, 10:31, edited 1 time in total.
StormRazor52
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xr

Post by StormRazor52 »

Loky77, I apologize if I am repeating a problem others have already talked about. I believe I saw something on this but here goes. I am having problems with moving around in a sector. The sector to sector jumping is working fine but if I let say want to move to a station on the other side of the sector I suddenly am bouncing all over the place. I hear the drive kick in over and over and moving to random locations in the sector and not even sure I ever reached my target. I have to disengage the auto pilot by hitting the back space key several times to disengage the drive. Is this normal and am I just doing something wrong or is this a bug. Still really like the script concept and use it any but would be great to figure this out. Thanks
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo »

any other download links? Filefront is dead.

Long life filefront.

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