[SCRIPT] Free Jump - version 1.4

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Puruco
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Post by Puruco »

Grax, im using this script and works perfectly, except for one strange thing, when i jump far away and arrived to destination, my cargo hold appear full of ecells. Rly doesnt matter (250 more or less) i just sell or trash them. Just to let you know.
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Graxster
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Post by Graxster »

juanitierno wrote:If its possible it would be great to have a single script for this.
Not possible, unless you mean "single script package", which I did.
I dont see a reason why the hotkey version doesnt have the menu option too
I might do that today. Edit: done.
Also, im using cycrows manager, and im not sure if its replacing/adding the files correctly, i generally uninstall the old spk and add the new one. i might have lost the menu option without knowing.
If you're trying to use both the navigation command one and the hotkey one, don't uninstall. Install both. Cycrow's manager will do the right thing, don't worry. Edit: Uninstall and install new package.
Puruco wrote:when i jump far away and arrived to destination, my cargo hold appear full of ecells
There's nothing in any of the scripts that adds energy cells to your ship. If this is happening, it's because of some other script/mod you have installed.

-Grax
Malkuth74
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Post by Malkuth74 »

I use the script soley for the purpose of staying away from the deathtraps that they call gates for my M7....

I use the credit version.... But I would like to suggest that instead of credits, maybe make if like Battlestar Galatica, when you jump you have to wait such and such a time for the jump drive to recharge.

Would add a little more interesting way of contoling the free ness of the script.

At any rate it is a must to have this for the simple fact that m7s and M2 and M1 have no buisness using jump gates.
bounty_hunter66
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Post by bounty_hunter66 »

I finaly got some time to test your script Grax, and i have to say im quite dissapointed.

This is your script in action (Freejump):
http://www.youtube.com/watch?v=Z-tWUkcqJ-Y&fmt=18

And this is what it should really look like:
http://www.youtube.com/watch?v=RiMS1bDYUQo&fmt=18

^
The second video shows the MH_AdvJumper (an x2 script) wich is way better. As you can see it works on X3:R

MH_AdvJumper

PS: The sounds are part of the script
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corhen
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Post by corhen »

i see what your saying, the new jumpdrive is a little... subtle.
i dont like that massive sound, or the massive flash, but i agree, that there should be some visual aspect. a hyper acceleration? (jumps to like 20000 m/s for half a second) etc. i personaly like the jump looks in Heroic Age go 1 minute in, ignore the talking, and ship transforming,
what i mean is the wave build-up, then the "Lotus" like spiral

@Grax Is it possible to keep that count-down?? right now its a "get out of trouble" card, and i like the 30 seconds it takes for the in-game jump drive to work[/url]
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Graxster
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Post by Graxster »

bounty_hunter66 wrote:I finaly got some time to test your script Grax, and i have to say im quite dissapointed.
Why, because it doesn't have sound effects and graphics? I wrote it in response to a request for a cheap/free way of jumping (in my mind, a cheat). You don't even need to buy energy cells, and as you can see, there's a script that doesn't even cost you money. Although the script requires a jump drive installed, it doesn't use the jump drive at all, which is why there's no countdown.

if someone wants to write a script package that adds something like, "Advanced Jump Drives" to equipment docks, has the normal countdown, normal way of buying energy cells, and has sounds and graphics, I say more power to 'em! :)

In my mind, no matter how you slice it, jumping to coordinates is a cheat. If I see a Xenon capital ship traveling through a sector, I can Fj my own Cap ship group right in front of him. In the "non-cheating world of X3TC", you'd have to jump to the nearest gate, and hope you can catch him. Same goes for fighter groups, you jump to the nearest gate, and if the enemy ship(s) are faster than you, you're out of luck.

Of course, cheating can be, and is alot of fun! :D I actually have two different save game groups, one for my non-cheating game and one for my cheating game.

In closing, I'm sorry you're bummed out that I didn't give it the flashy graphics and sound effects of a normal jump, but then again, no one is forcing you to use it either. I don't plan on adding anything more to the current script, unless a bug pops up. I'm sure some of the authors of the scripts like "gateless jump drive" and "MH_AdvJumper" will eventually write scripts for TC.

-Grax
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corhen
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Post by corhen »

ahh, i didn't realize that this was a cheat. i have been using it more as a ... supplement??

as a cheat, its great, all power too you, Grax
bounty_hunter66
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Post by bounty_hunter66 »

I'm sure some of the authors of the scripts like "gateless jump drive" and "MH_AdvJumper" will eventually write scripts for TC.

The last post of the maker of the script is on: 21. Oct 2006

So i dont think thats gonna happen
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Graxster
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Post by Graxster »

corhen wrote:ahh, i didn't realize that this was a cheat. i have been using it more as a ... supplement??
You'll very rarely see (although it does happen) an argument in this forum as to what is and isn't considered a "cheat". Because most people know it's like opinions... everyone has a different one. Remember this and you'll do fine, "Cheating is in the eye of the beholder". For example, I don't consider it a cheat that I have modified my fight scripts to reduce the amount of missiles enemies fire back to X3 Reunion levels. In the eyes of some purists, they might consider that a cheat, since X3TC has "missile boats" (yeah, they're useless in my game). Some might consider the NPC Bailing script a cheat, since Egosoft didn't intend for NPC pilots to bail when fighting other NPC's. OTOH, many people feel that this is the way the game should be. So... what is and isn't a cheat is up to you to decide.

In the case of this particular script, it also gives you the ability to jump into Terran space. Since for some reason Egosoft didn't give us that ability, I consider that a bonus rather than a cheat. To each his own. I could just as easily say, "It's not realistic that these advanced ships have to have a timer while the 'jump device is charging', it's more realistic to believe that they jump instantly". 8)

-Grax
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juanitierno
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Post by juanitierno »

undocumented feature (bug): the hotkey function does not check for jumpdrive installed.
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jocan2003
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Post by jocan2003 »

TSM wrote:Grax this is great I FJ'ed and one of my follower's was M2 it jumped far enough away from me to block my assasination targets exit :)
Nice timing - placing whatever :D

Grax, really been a whil ei was loking for somehing similar, my hats to you!..

*Hand over some chocolate cookie*

Keep on the good work !!
Lancefighter
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Post by Lancefighter »

for some reason a lot of scripts dont check for the actual ware required.
The medusa for instance... >.>
Its ok with me really, you still need jumpdrives on your ships if you want to use those.
h0kum
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Post by h0kum »

As someone said earlier, could you a version with recharge time so it can't be used for a couple of minutes after? This would make me feel better about using it :)
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Graxster
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Post by Graxster »

h0kum wrote:As someone said earlier, could you a version with recharge time so it can't be used for a couple of minutes after? This would make me feel better about using it :)
I could easily do that, but what would be a reasonable recharge time? I'd hate to do that, then have everyone arguing about what is a reasonable time, or asking me to remove that feature.

-Grax
bounty_hunter66
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Post by bounty_hunter66 »

There is another jump script right here

http://forum.egosoft.com/viewtopic.php?t=225561
Last edited by bounty_hunter66 on Wed, 26. Nov 08, 20:50, edited 1 time in total.
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Graxster
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Post by Graxster »

bounty_hunter66 wrote:This script is useless now, as someone made a better one (with recharge time and effects)
You should edit that to say, "This script is useless to ME now, because I prefer to have to use the jumpdrive countdown, and have all the associated effects."

These are two different scripts, a fact you have obviously overlooked. Free Jump is instant jumping to sector coordinates, along with any follower ships. Gateless Jump is the same thing as a normal jumpdrive jump, except you can jump to coordinates rather than having to jump to a gate. It also requires your ship to have 2x the normal amount of energy cells on board. Free Jump has no energy cell or associated cargo space requirements.

-Grax
bounty_hunter66
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Post by bounty_hunter66 »

:oops: Sorry, i didnt mean to offend anyone
PaulP
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Post by PaulP »

I'd have to agree, one isn't better than the other - they serve different purposes. The one I made was my attempt at making a legit feeling gateless jump.

This one is the best if you just want a cheat jump, it doesn't have the delays and doesn't require energy cells.

Both will have your followers come with you.

I just looked at your script, and the setup is actually pretty similar to mine. I use a regular script, a hotkey script (since [THIS] doesn't work with the hotkey), and a follower script (just a copy of the regular script, without the confirmation on followers jumping with you - I did this to prevent multiple "Should followers jump?" questions) just like you do. Probably for similar reasons, haha.
GunFox
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Post by GunFox »

Am I missing something or is there no Free jump option for wings?

That would be an extremely handy feature. I primarily employ wings for fighters, but I also employ a spare few for the mini-carriers that cart them around. It makes certain things really difficult.
PaulP
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Post by PaulP »

No Free Jump for wings yet. You'll have to ask Graxster if he plans to make one :)

It's in the GJD (the one that bounty_hunter66 mentioned), but that one has a timer and requires 2x energy cells instead of being free.

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