[X3TC Bonus Plugin] Turbo Boost

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DrBullwinkle
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Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Xannn wrote:Sorry for bumping the thread after half a year, but I'm really desperate with this.
Posting in the correct thread is encouraged in this forum, Xannn. Only the Universe forum has that crazy backwards rule about not posting in relevant threads. :)

That said, I do not see a question in your post. What do you want to accomplish?
Xannn
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Joined: Thu, 11. Oct 12, 00:43

Post by Xannn »

Well thanks for the response ^^.

Yeah, it didn't had any questions in it :roll: , I was just trying to figure how to replicate what cheesymonkey did to his turbo boost plugin (editing the plugin.turbo.switch) so it doesn't consume energy cells at the start of the turbo, because if we use the modified .xml that supahfly gave to us, the script consumed energy cells at each turbo start, then it switch to shields, so it didn't stop using energy cells completly which is the principal objective of using that .xml.

So I went to the plugin.turbo.switch, found the location cheesymonkey said but didn't find the "$Need.fuel =" he mentions, so after trying to figure how to do it without success, I chosen to post here for help about what I should change in that place, and posted the part of the plugin code that cheesymonkey mentions, in case I missed anything.

Maybe because I was a bit "burn" after the unsuccessful search, I forgot to ask what I wanted in first place, which was the most important thing :lol: .

All this said, I will try to make use of the community configuration menu, as I have the Plugin Manager but I install the plugins manually, so my game still don't have it in, not for much longer I think :) .

Will update after testing it ^^.

PD: Highlighted the people's names so it can be seen inside my chaotic lines xD
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DrBullwinkle
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Post by DrBullwinkle »

I, too, do not see the "$Need.fuel" values that cheesymonkey suggests.

However, I am not using the Bonus Pack for TC version of Turbo Boost. As cheesymonkey points out, the versions vary.

Are you in the correct thread for your game and version of Turbo Boost?
Xannn
Posts: 9
Joined: Thu, 11. Oct 12, 00:43

Post by Xannn »

That's a good point, now I feel like a noob :oops: .

I though this was the right place to post as there is no AP Bonus Pack Turbo Boost thread, and though this one the most up to date of the two the search gives, but now that I checked it the first post is older here than in the other thread( Last edit that is).

Just for sake of curiosity I downloaded the bonus pack for TC and checked the plugin.turbo.switch and voila, there it is:

Code: Select all

* Need to have at east 10 energy cells
[THIS]-> set local variable: name='afterburn.spacefly' value=[FALSE]

if [THIS]-> is of class [Huge Ship]
$Need.Fly = 2
$Need.Fuel = 50
else
$Need.Fly = 1
$Need.Fuel = 5
end
Sorry for the trouble :oops: .
Probe1
Posts: 701
Joined: Sat, 7. Jan 12, 01:37
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Post by Probe1 »

Seygantte wrote:Sorry for resurrecting this thread, but I found a bug that lets you bypass the cooldown effect. I don't imagine this being important, but I bound the turbo to the mouse wheel button. The bug is simple:
Spoiler
Show
Burn the whole of the turbo down to 0%. As soon as it runs out and you see the "WARNING Turbo booster disengaged, requires cooldown" hit the boost button once more. If you are quick, the booster immediately starts back at 100%
The result is infinite boost.
Not quite infinite, it'll still use up shield/laser/spacefly/energy cell reserves ^_^

We posted this back in Feb. It was never changed so let's uh huh uh huh assume it was intended. ;)
(Silliest use of it I've encountered- If you only have 2 1MJ shields it will drain and recover your shields before the out of energy check completes. So you boost forever. It makes for fast times in an Arrow.
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DrBullwinkle
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Joined: Sat, 17. Dec 11, 01:44
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Post by DrBullwinkle »

@Xannn: It is no problem at all. But is your problem solved? Or do you need to find the right thread for it?

@Probe1: I agree. And you're right. And, now, please stop talking about it, or we will lose it! ;)
Xannn
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Joined: Thu, 11. Oct 12, 00:43

Post by Xannn »

Just installed the Community Configuration Menu and it works like a charm, Turbo Boost don't use Energy Cells anymore, even to start it.

Thanks again for all the help, I hope that newcomers with the same problem as I could use this info too ^^.

(AP Bonus Pack Version of Turbo Boost)

Have fun ^^.
Bobisback
Posts: 81
Joined: Fri, 20. Nov 09, 03:10

Post by Bobisback »

hey guys, this thing looks great so far but i am having a issue with it activating.

It seems to activate once without problems but then at 70% laser energy it dies stating not enough energy. and it will not start back up until laser energy goes back to 100%? any ideas?

currently i have the laser threshold set to 0% all other things are off except energy, and my ship haas nothing but ammo based weapons. any ideas?

thanks,

edit: never mind i see what hte issue is, it would seem that hte booster takes 1000 cap every sec or so and it turns out my ship only has 3000 cap, ummm sorta makes the booster not so useful on a laser energy setup.
Ferenczy66
Posts: 142
Joined: Sat, 14. May 11, 07:09
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Post by Ferenczy66 »

What would be the reason for a Blank Menu to appear when trying to configure TB

It just gives me a window like it wants to work,, but no options whatsoever.

-Using AP & XRM

Using CPC 1.51 & Plugin Lite v 1.47

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