[REL] MH_Advanced Jumper v1.4a

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AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Before jump sound was what I was working on and got working.
The sound is a charging sound which is fun to listen to... (I spent ten minutes just jumping from sector to sector...)

Anywho... I'll compile the set into a new zip folder shortly and send it...
Fachtna
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Post by Fachtna »

question for milling_hordesman

in version 1.2, i could freejump my ships that had the necessary installed remotely. Not in 1.4.

have you changed this delberately, or is it a quirk?

EDIT: bear in mind i have changed the slot numbers, but i changed them to the same ones you used, coincidentially enough. Will check your 1.4 t and if it matches, will install the update. Will update you about the update :-)
Last edited by Fachtna on Mon, 28. Feb 05, 22:21, edited 1 time in total.
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milling_hordesman
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Post by milling_hordesman »

wait, you can't command them to freejump remotely? are you certain about this? i know i'm still able to do so. i'll take a look at the files when i get back to my appartment, but there should be no reason you can't do so remotely. can anyone else confirm this behavior?

edit: well i can't find any reason why you wouldn't be able to remotely freejump. perhaps you are trying to issue orders en masse? i dunno, but everything checks out over here (assuming you have the upgrade).
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DeltaWolf
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Post by DeltaWolf »

fachtna wrote:question for milling_hordesman

in version 1.2, i could freejump my ships that had the necessary installed remotely. Not in 1.4.

have you changed this delberately, or is it a quirk?

EDIT: bear in mind i have changed the slot numbers, but i changed them to the same ones you used, coincidentially enough. Will check your 1.4 t and if it matches, will install the update. Will update you about the update :-)
Is there enough free cargo space to add the energy cells you need for the jump?
Fachtna
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Post by Fachtna »

oodles of space in cargo bay.
now even my ship wont jump. i installed xai corp towing to test summat and it knocked out your script. buggered if i am using any more of his scripts.

will see about getting yours back to square one and hopefully confirm that all is ok.
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

I should have mentioned Xai Corp towing and the Freejump scripts conflict.

I find the freejump more useful than the towing.
Just search up and delete the towing device scripts.

I discovered that conflict, but since I never use Towing commands, I scrapped that script.

I just bring in one of my two TLs using the Jump system to get them right on top of things.

If it's a corvette, a little spare equipment and it can jump straight to the nearest dock.
Fachtna
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Post by Fachtna »

i was doing a trying to tow a ufo during some testing. only way i could thing to get it out of open space. ballsed everything up. tried deleting the towing scripts, but the freejump just not available. nav 2 and hull plating, loads of space in bay. neither my ship nor any of my fleet.

ended up scrapping the game folder dropping in my "egosoft only" folder.

life's a bitch :-)
Carl Sumner
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Post by Carl Sumner »

buggered if i am using any more of his scripts.
It's not his fault, we are just running out of command slots. :wink:
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AdmiralTigerclaw
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Post by AdmiralTigerclaw »

You have to dump the towing device from your ship first. I find as long as you have an object that belongs to a script, the game won't delete it completely. Which is one reason the uninstall for any given script says to "Revert to older savegame".
Fachtna
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Post by Fachtna »

och, i know. its frustration as much as anything. :-)
there are so many good ideas for scripts out there and we just cant use them without conflict.

to be honest, i am not that bothered really, cos i restart at least 10 times a week and this whole conflict thing has got me started looking at scripts in a "how can i make this work for me" way...
Fachtna
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Post by Fachtna »

AdmiralTigerclaw wrote:You have to dump the towing device from your ship first. I find as long as you have an object that belongs to a script, the game won't delete it completely. Which is one reason the uninstall for any given script says to "Revert to older savegame".
and if you have 130 ships outfitted with it? :-)

another wee question. if your UT has this installed, will he use it or will he go for ecell jumps. would save all that "help" malarky. and at 2million a sting, thats over a 220, 000 cells at best price. not as if its a cheat or anything.
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

And if you have 130 ships outfitted with Towind device? Then you're going to be manually flushing 130 cargo holds. Have fun.

And since the Mk III trader uses a straight jumpdrive control and is coded independantly. If I know anything about code and programming in general... the MK III doesn't even know anything else is there except for what it's programmed to call.

In short, unless the MK III is rewritten with this code in mind. NO.
Fachtna
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Post by Fachtna »

AdmiralTigerclaw wrote:And if you have 130 ships outfitted with Towind device? Then you're going to be manually flushing 130 cargo holds. Have fun.
restart :-)
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

fachtna wrote:
AdmiralTigerclaw wrote:And if you have 130 ships outfitted with Towind device? Then you're going to be manually flushing 130 cargo holds. Have fun.
restart :-)
Half an hour flushing cargo holds VS twenty + hours getting back to that point...

No thank you. I'm still getting my empire back on its feet.

(Why put a towing device on 130 ships anyway? I'd just put it on a designated tower vessel.)
Fachtna
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Post by Fachtna »

dont have a towing device on 130 ships. do have free jump on them though :-)

remember this is a test folder. want lots of hopping to manual commands as everything else goes. on. the only reason i installed the towing stuff was that i got a mission to cap a ufo. got him (after chasing him from rhys desire to barren shores. he sat in barre shores and obviously i couldnt get him to dock. thought abot towing and lo and behold.

a restart for me (in the testing folder) is a simple matter of delete the old and drop the basic game folder down. basic has all the files unpacked, my tships, trockets, tshields etc modified, all the scripts (non-connflicting) that i use, blah blah blah... (like i say, i restart minimum 4 times a week.) am killing time till the return comes out so happy to test the banshee to death. tho i think lv is getting sick of all my feedback :-)
Fachtna
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Post by Fachtna »

Sorted. Nowt wrong with the script.
for some reason the mhordes.freejump.additem.nav2.xml had company command software (real pilots) replacing the Nav2 software in the following lines:

008 if not $Argon.Equipment.Dock -> trades with ware Navigation Command Software MK2
009 $Argon.Equipment.Dock -> add product to factory or dock: Navigation Command Software MK2
010 $dummy = $Argon.Equipment.Dock -> add 1 units of Navigation Command Software MK2

Just pointed them at the proper ware, ran the init file again and bobs your uncle. Now that this is fixed, it get copied as my new Basic Setup folder :-)
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TSM
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Post by TSM »

Towing device never seemed to work for me said something about reducing power to weapons but the ship i was using at the time had no active weapons :?
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Fachtna
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Post by Fachtna »

didnt work for me either in the end. got some message about a gravity distortion cos something was too close. the only thing within 10km was tha ship it was to tow.

binned :D
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milling_hordesman
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Post by milling_hordesman »

well, anyways, i'm relieved to hear that it's a scripts conflict rather than some basic error with the scripts. thanks for following up on this; i mean obviously you would have solved it for yourself, but i mean for posting and explaining it here. it helps.
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AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Just a random thought... with normal jump drive, using the Navigation Command and not the hotkey set... when you jumped, any ships with the orders to 'follow' you, had they the jump drive themselves, would also attempt to jump with you. Or so I hear.

What would happen if you did the same thing with a freejump and a small fleet set to follow as well? Assuming all ships have required equipment...

Would they...

A: Follow you through normal means...
B: Jump with you and everything is good and spaced correctly...(Which would ROCK for massive fleet movements.)
C: Jump with you, and everyone dies a horrible death because you all just jumped to the same point in space?
D: Jump with you, and then CTD because the engine couldn't handle everyone jumping into the same spot at the same time?

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