[Script]RS.JumpDriving v2-08
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Sgt_Serge wrote:so... I'm a bit confused now... is this script now working for ST's / UT's or not?
Yes and No .. you could activate it on UT/STs (if they are fighters)
but it wont save them .. it might actually just conflict with the jumping that UTs do when attacked and make it so they never jump OOS ..
cause they get attacked .. signal attacked kicks in and they try jumping to the next sector .. but as they charge the JD .. the ESJC could kick in and could override the previous JD-command .. making it so they use 2* the ECells and only jumping a few kms away ..
I've said it somewhere before .. this is for combat/patrol ships .. ships that you want to have attack their attacker .. its not for running away from it ..
its just to give a ship wich shields go down a few seconds to regenerate some shields ..and continue its attack
G
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- Posts: 183
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Can't say it is this script for sure, but when I trigger the emergency jump command for my Boron Hydras (not sure if it supposed to work for this class) it adds a pilot to my ship which I cant move, remove, fire or get rid of in any way.
Is there a way around this as I like the idea but I need the ships to remain without pilots.
Thanks
Is there a way around this as I like the idea but I need the ships to remain without pilots.
Thanks
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go into the 'RS.ESJC.Jump' script and;
-remove the 2nd line (if you dont want any of your ships to get a Pname)
-add in a line so the 2nd line says 'skip if [THIS] == [PLAYERSHIP]' (if you do not want your ship to get a Pname)
I should have added that in the line from the 2nd option myself in the 1st place ...
but I have decided to include this script and the turret-commands in the fleet command scri .. ehhmm .. project I'm working on ..
simply so I can connect it to one an other ...
(this means that 'all' my 'command-scripts' will be in 1 package .. all working together ...and easy downloading ..
)
G
-remove the 2nd line (if you dont want any of your ships to get a Pname)
-add in a line so the 2nd line says 'skip if [THIS] == [PLAYERSHIP]' (if you do not want your ship to get a Pname)
I should have added that in the line from the 2nd option myself in the 1st place ...

but I have decided to include this script and the turret-commands in the fleet command scri .. ehhmm .. project I'm working on ..
simply so I can connect it to one an other ...
(this means that 'all' my 'command-scripts' will be in 1 package .. all working together ...and easy downloading ..

G
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I've LONGED for a gate-free Jumpdrive.
Thanks so much. I can't wait to test it.
The only thing I'd ask for consideration is... how 'bout a Hotkey Activation for it?
It'd save wading through your Navigation Commands list(which is getting ever longer Lol) when you want to execute the jump. Regular Jumpdrive can be executed with Shift+J of course. It'd be nice if we could assign a Hotkey to this one.
Otherwise grand. I look forward to trying it out.
Adam.
Edit: Oh, nuts. It's not there anymore.
Any new link?
Thanks so much. I can't wait to test it.
The only thing I'd ask for consideration is... how 'bout a Hotkey Activation for it?

It'd save wading through your Navigation Commands list(which is getting ever longer Lol) when you want to execute the jump. Regular Jumpdrive can be executed with Shift+J of course. It'd be nice if we could assign a Hotkey to this one.

Otherwise grand. I look forward to trying it out.
Adam.
Edit: Oh, nuts. It's not there anymore.

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Red Spot took all his scripts offline to the public. You can PM him and ask for it, but he does not want anyone else to host them.Thraxwhirl wrote:Edit: Oh, nuts. It's not there anymore.Any new link?
...
RS, if you're reading this: It would be nice to update all the first posts of all your thread scripts to remove the links etc. If you don't want them public or redistributed that's your call, but if that's the case it's annoying to have all the threads bumped up with people looking for them.
Last edited by Klyith on Wed, 7. Feb 07, 15:57, edited 1 time in total.