[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007

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Cycrow
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Post by Cycrow »

yeah you can
Mad Hatter
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Post by Mad Hatter »

So, if your shields are already down (or you have no shields) do you jump for free?

What about consuming shields proportional to the energy required for the jump? eg.

ShieldCost = RequiredEnergy * multiplier

if ShieldCost > CurrentShields then abort

(And you could always scale the multiplier with the ship class if you wanted to further penalize the big ships.)
Cycrow
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Post by Cycrow »

atm yeah, if your shields are down then you can jump for free
its more of a plenity than anything, making it dangerous to jump in the middle of battle to escape
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Post by DarthVain »

Hail to Cycrow the script expert :D I have one thought and maybe this could be implemented and that is:

If the jump sequence and jump .wav files in the 03.cat file of X3 could be found, would it be possible to implement the .wav files that Milling_Hordes used in his MH_Adv Jumper script in X2? found here:http://forum2.egosoft.com/viewtopic.php ... highlight=

I remembered quite clearly that these .wav files replaced the boring count-down sequencing sound files and also provided sound effects when the ship/s came out of jump.

I think that would be great to have included in your awesome jump script.

What you think?
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Cycrow
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Post by Cycrow »

ill have to have a look at the jump sounds
althou afaik, the jump sequence is in the mp3 files, not a wav file
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Post by DarthVain »

Cycrow wrote:ill have to have a look at the jump sounds
althou afaik, the jump sequence is in the mp3 files, not a wav file
R the MP3 located in the SoundTrack Folder? If it is, I couldn't find that particula sound file :gruebel: .
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Cycrow
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Post by Cycrow »

the mp3 file is one big file that contains all the sounds
jlehtone
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Post by jlehtone »

... skipped middle pages ...

Targeting Scanner seems powerful.

Has anyone considered 'beacon' based approach? Like choose one of your ships in destination and you end up following/near that ship.
Cycrow
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Post by Cycrow »

i was thinking something like that
a use for m5 ships to allow you to jump to.

althou the targetting scanners are quite expensive, 17 million for them
plus they only work on the advanced jumpdrive which is another 9 million

so its basically 26 million per ship to be able to jump anywhere :P

however, i might had a cheaper upgrade for m5s to use as a sort of beacon as well
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Post by DarthVain »

Couldn't Advanced satellites be used for that reason only if you can place them anywhere in the sector?
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Saint-Ashley
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Post by Saint-Ashley »

captainfred wrote: Couldn't Advanced satellites be used for that reason only if you can place them anywhere in the sector?
The problem could arise when the player has more then one adv sat in a single sector. Besides that it could be a good idea, considering a satalite would have tracking technology, and possibly a small squad could jump to a sat to protect it if adv sats was implemented. Of course you would have to dish out 9 mill for each of the fighters I would imagine.
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Post by DarthVain »

SaintAshley wrote:
captainfred wrote: Couldn't Advanced satellites be used for that reason only if you can place them anywhere in the sector?
The problem could arise when the player has more then one adv sat in a single sector. Besides that it could be a good idea, considering a satalite would have tracking technology, and possibly a small squad could jump to a sat to protect it if adv sats was implemented. Of course you would have to dish out 9 mill for each of the fighters I would imagine.
I agree on the proviso that sats cannot be placed in sectors other than the centre. If they could be placed somewhere else, then all one would need is a standard sat for placement anywhere where you wanted and ships could jump to that sat if needed to. My M0 has the advanced Jumpdrive and all the gadgets with it but my fleet just have a gateless jumpdrive and ecells. When I command them to follow or protect me, their entry point from the jump is within the vicinity of where my position is in the new sector. Most of the times they arrive before I do.
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Tritous
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hmm

Post by Tritous »

As far as beacons go the generally best way is a special type of advanced nav or a very small station of some sort (I don't know if there are any shells small enough for them to be justified being L or even XL cargo.) at a moderate cost like 1m? A satelite is probably easier since it can be picked up again.

This gives two general options: ship charges in and drops the beacon, fleet jumps in and gives hell. It also allows for stations to be build very far from the eclipse with a beacon next to them. The issue of friendly/enemy beacon comes in...there is a whole script's worth here though.

Personally I think that should be the main responce, and the whole totally gateless and unlimites jump think FAR FAR more expensive, and I mean more than 26m. Of course, the other side of this jump beacon method is it should be useable using either the standard jump drive or a relatively cheap version of the advanced on. It is still locking onto a semi-gate and so it's not a huge technological advance. The gateless jump is a huge difference.

As far as energy is concerned....isn't it possible to jump to a special sector then instantly jump to the required target? This sector could be called The Gateway or something along those line, a sector where the subspace fluxes are particularly violent, allowing for jumping to nearly anywhere in the universe with only minimal energy....

If the targetting scanner was done as a ware rather than an upgrade then it would have a cargo size...say 20 units of M size. When jumping, only this is removed and 20 units of ecells put in for a jump to The Gateway, from which you only really get a glance before you jump into the target sector and get the scanner back. Probably a little safer, and doesn't have problems for small ships. If you are using a disco for example without cargo expansion it only has something like 25 cargo I think. that means if you want to jump over 5 units then you can't.
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Cycrow
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Post by Cycrow »

the problem about charging the are, or adding a new type of sat, etc, is that it cant be done via a pure script, and would require a mod for it to work
but this would also make it imcompatable when using any other mods
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Post by DrunkenPirate »

[Suggestion]

The Jumpdrive Energy Generator, been thinking about this a bit, since it's a 'poor mans advanced jumpdrive' (as you still need the conventional jumpdrive and you can't use the targetting scanners with it) I think the notirety should be lowered a little?
At present they are both at Federation Marshal.
Maybe lower the energy generator to something like Truted Ally?

This thing would be ideal for the free trader, but you ain't ever gonna get to federation marshal in a TS and by the time you do you will want to be doin something different. :p
athenian
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Post by athenian »

I seem to have run into a problem with this script, the Argon Docks never have any of the jumpdrives in stock. Do they ever replenish?
Cycrow
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Post by Cycrow »

u mean the ware is in the dock but its not in stock ?
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Post by destyre »

Having used the adv.jumpdrive on my carrier I jumped only to find that my sheilds are down and will not recharge at all now...

know whats going on?
Cycrow
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Post by Cycrow »

yeah i've noticed this problem too, im currently looking into it
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Post by Jakesnake5 »

Did you hit 'O' to find out if your cargobay was opened. That'll keep your shields down. If the script accidentally opened it on jump..... :D

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