[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007
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[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007
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Name: X3 Advanced Jumpdrive
Version: V1.50
Author: Cycrow
Updated: 11/03/2007
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Download Script Package: Main Webpage : Mirror Site
Requires Script Manager to install.
Also Requires EMP
Addon: Jump Scripts Replacement
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I made several jumpdrive scripts as part of a project im doing, and as a few people have asked, i deceided to release it seperatly too.
This script adds 3 new upgrades available to buy from argon equipment docks.
Also includes an Auto Jump command to make use of the Advanced Jumpdrive in any command
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1. Jumpdrive Energy Generator
The Energy Generator is used to give energy to the jumpdrive so you can make a jump without the need for energy.
You still require the jumpdrive to be installed to make the jump.
2. Advanced Jumpdrive
The adcanved jumpdrive is a combination of the Jumpdrive and Jumpdrive Energy Generator, when you have the Advanced jumpdrive installed you
dont need to have the normal jumpdrive to make the jump.
3. Using Jumpdrive
To juse the energy free jumpdrive you goto the ships navigation commands and select the Energy Free Jump command and select
the sector.
4. Jumpdrive Targetting Scanners
The targetting scanners are used to allow you to jump to a position within a sector rather that just to the gate.
requires the targeting scanners upgrade as well as the Advanced jumpdrive to function.
5. Hotkeys
There are 2 hotkeys added, the first will store your current ships position
and the second will allow you to jump directly to that stored position.
You must first assign keys to these from the controls menu under the interface tab.
6. Auto Jump Command
The autojump command is used to make your ship automatically use the jumpdrive when traveling to a destination thats a few sectors away
7. Uninstalling
When uninstalling from the Script Manager, you need to run the game after uninstalling so the unisntall scripts can run and remove everything
from the game. After running the game, use the option in the Script Manager to remove these unisntall scripts.
Name: X3 Advanced Jumpdrive
Version: V1.50
Author: Cycrow
Updated: 11/03/2007
===========================================
Download Script Package: Main Webpage : Mirror Site
Requires Script Manager to install.
Also Requires EMP
Addon: Jump Scripts Replacement
===========================================
I made several jumpdrive scripts as part of a project im doing, and as a few people have asked, i deceided to release it seperatly too.
This script adds 3 new upgrades available to buy from argon equipment docks.
Also includes an Auto Jump command to make use of the Advanced Jumpdrive in any command
===========================================
1. Jumpdrive Energy Generator
The Energy Generator is used to give energy to the jumpdrive so you can make a jump without the need for energy.
You still require the jumpdrive to be installed to make the jump.
2. Advanced Jumpdrive
The adcanved jumpdrive is a combination of the Jumpdrive and Jumpdrive Energy Generator, when you have the Advanced jumpdrive installed you
dont need to have the normal jumpdrive to make the jump.
3. Using Jumpdrive
To juse the energy free jumpdrive you goto the ships navigation commands and select the Energy Free Jump command and select
the sector.
4. Jumpdrive Targetting Scanners
The targetting scanners are used to allow you to jump to a position within a sector rather that just to the gate.
requires the targeting scanners upgrade as well as the Advanced jumpdrive to function.
5. Hotkeys
There are 2 hotkeys added, the first will store your current ships position
and the second will allow you to jump directly to that stored position.
You must first assign keys to these from the controls menu under the interface tab.
6. Auto Jump Command
The autojump command is used to make your ship automatically use the jumpdrive when traveling to a destination thats a few sectors away
7. Uninstalling
When uninstalling from the Script Manager, you need to run the game after uninstalling so the unisntall scripts can run and remove everything
from the game. After running the game, use the option in the Script Manager to remove these unisntall scripts.
Last edited by Cycrow on Thu, 17. Jan 08, 23:25, edited 13 times in total.
Does this use the standard "add energy needed to jump to player's ship" method like LV's cheat script? Or is it the new "free jump via a sector without gates" idea that you thought up a little while ago?
Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first.
Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first.
there really is no way to make a trule free jumpdrive, its hardcode to require energy cellsKlyith wrote:Does this use the standard "add energy needed to jump to player's ship" method like LV's cheat script? Or is it the new "free jump via a sector without gates" idea that you thought up a little while ago?
Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first.
what this does it put the energy cells into the cargo hold so a jump can be made.
but what it also does, it it will remove anything currently in your cargo hold, including wepaons and shields to make room for energy cells, so you can jump with a full cargo hold. then restores your ship back when the jump is finished.
the program with using zip files, is that my scripts use alot of shared files and shared text files. so if i update one, i have to update the others to make sure they always have the current files.
to make zip files means i would need to copy all the files out into seperate directories make sure each of the scripts have the updated files, then go through each script and create a zip file, then put them on all the servers there hosting on, its just too much effort to keep doing that all the time.
with the script manager, whenever i want to update any scripts, i just double click on a single file, and its all done for me, packages are creates and thier uploaded directly onto the servers
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- Posts: 1267
- Joined: Sat, 3. Dec 05, 03:40
all you gotta do to learn it is to stare at some scripts that all use that function and find the similarity
see any identicle lines
cheers stevio
Code: Select all
Afterburner script
001 load text: id=7532
002
003 $ID = get global variable: name='Afterburn.KeyID'
004 if $ID < 0 OR $ID == null
005 $NewID = register hotkey 'Afterburner' to call script 'plugin.afterburn.switch'
006 set global variable: name='Afterburn.KeyID' value=$NewID
007 end
008
009 @ = [THIS] -> call script 'lib.cycrow.addware' : Station Type=Split Equipment Dock Race of station=Split Product To Add=Afterburner MK1 Break Out Point=100
010 @ = [THIS] -> call script 'lib.cycrow.addware' : Station Type=Split Equipment Dock Race of station=Split Product To Add=Afterburner MK2 Break Out Point=100
011 return null
Code: Select all
Destruct Hotkey Script
001 $ID = get global variable: name='plugin.destruct.hotkey'
002 if $ID < 0 OR $ID == null
003 $ID = register hotkey 'Destruct Target' to call script 'plugin.destruct.hotkey'
004 set global variable: name='plugin.destruct.hotkey' value=$ID
005 end
006 return null
Code: Select all
SOS Mk2
001 load text: id=7533
002
003 $ID = get global variable: name='Override.KeyID'
004 if $ID < 0 OR $ID == null
005 $NewID = register hotkey 'Claim Targeted Ship' to call script 'plugin.override.claim'
006 set global variable: name='Override.KeyID' value=$NewID
007 end
008
009 @ = [THIS] -> call script 'lib.cycrow.addware' : Station Type=Pirate Base Race of station=Pirates Product To Add=System Override Software MK2 Break Out Point=100
010
011 set script command upgrade: command=COMMAND_CLAIM_SHIP upgrade=System Override Software MK2
012 global script map: set: key=COMMAND_CLAIM_SHIP, class=Ship, race=Player, script='plugin.override.enable', prio=0
013
014 * Get no pilot string
015 $Ship = create ship: type=Caiman owner=Neutral Race addto=[SECTOR] x=1 y=1 z=1
016 $Pilot = $Ship -> get pilot name
017 set global variable: name='plugin.override.pilot' value=$Pilot
018 $Ship -> destruct: show no explosion=[TRUE]
019
020 return null
cheers stevio
What I did on my work PC (so no X3 ) was to install the script manager and point it to a dummy x3 installation. All you need is a file called x3.exe (which can be anything of course) in the directory you point to (at least that was all you needed when I set this up a while back). That way you get the scripts and can look at them before deciding whether or not to manually copy them in place (or using a 'proper' installation of the script manager that points to the genuine x3 installation).Klyith wrote: Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first.
Cheers,
Rob.
unfortuatly no, i wanted to use a hotkey, but hotkeys dont accept aguments, so theres no way to get the sector imput via a hotkeySaintAshley wrote:Can you add a hotkey in the controls for this? As I hate haveing to go through cmds, where I could just hit a button on my Airflow pad Besides that Great Idea
or just use the "open" option in the packager and it will unpack a SPK fileRJV wrote:What I did on my work PC (so no X3 ) was to install the script manager and point it to a dummy x3 installation. All you need is a file called x3.exe (which can be anything of course) in the directory you point to (at least that was all you needed when I set this up a while back). That way you get the scripts and can look at them before deciding whether or not to manually copy them in place (or using a 'proper' installation of the script manager that points to the genuine x3 installation).Klyith wrote: Also, I know this isn't going to fly well with you, but could you think about making your scripts available in plain zips (or rar etc)? The packager is very nice and all, but not everyone uses it. I prefer the plain manual method myself, and also I like to look inside the scripts a bit first.
Cheers,
Rob.
stevio wrote:all you gotta do to learn it is to stare at some scripts that all use that function and find the similarity
Code: Select all
001 load text: id=7532 002 003 $ID = get global variable: name='Afterburn.KeyID' 004 if $ID < 0 OR $ID == null 005 $NewID = register hotkey 'Afterburner' to call script 'plugin.afterburn.switch' 006 set global variable: name='Afterburn.KeyID' value=$NewID 007 end 008 see any identicle lines :P cheers stevio[/quote] Yep, sure do. But, pardon my density. Where does it actually say WHAT the hotkey is? "0"? I apologise, it's 7:30 am, I just got to work, and haven't had any coffee yet...
Pardon, coffee's not done yet, if I put:
Code: Select all
005 $NewID = register hotkey ']' to call script 'sosmk2'
[code]
I know, the script name is wrong. :P But, will that assign the ] (right bracket) to claim ships?
Also, you said it doesn't work for variables, so, since you have to select the ship via the map, would it even be worth trying, or would it use the ship that's targetted?