Misjump Inducer v0.2 OXP!

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Switeck
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Misjump Inducer v0.2 OXP!

Post by Switeck » Sat Apr 02, 2011 10:34 pm

Misjump Inducer v0.2
by Switeck (switeck@hotmail.com)
April 4, 2011

Download location:
http://www.boxcn.net/s/hui4pim9rmf5klxjeo96

...Because sometimes you WANT to go fight Thargoids but are too lazy to use the normal player-inducing misjump method to do it. :lol:

Unzip the file, and then move the folder "Misjump Inducer v0.2.oxp" to the AddOns directory of your Oolite installation. Remove/delete older Misjump Inducer version folder/s because they may conflict with v0.2.

Misjump Inducer is On/Off activation equipment to cause misjumps (or not) on demand.
It costs 1000 credits and is available at all systems TL 10+.

This equipment is design to work both with NPC ship wormholes and regular player hyperspace jumps.

Once fitted, the Misjump Inducer can be activated/deactivated using the new v1.75 activation method. (N and Shift+N)

This equipment is NOT infallible! Unstable wormholes, random Thargoid ambushes (which use a very powerful field generator to collapse the wormhole tunnel), and/or other equipment may overpower Misjump Inducer!

History:
v0.2
Now requiring both Scanner Targeting Enhancement and Wormhole Scanner equipment to be functional to buy and use the Misjump Inducer. This is done for game balance (to avoid making it too cheap) and for in-universe explanation on how the equipment works.
v0.1
Basic but functional. Incorrectly implies that it will run on v1.74 -- it won't! It also requires v1.75 and later!
Last edited by Switeck on Thu Apr 26, 2012 11:02 pm, edited 5 times in total.

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Re: Misjump Inducer v0.1 OXP!

Post by Capt. Murphy » Sun Apr 03, 2011 7:36 am

Very nice......but after Thargoid helped with some scripting I promised to leave his kin alone.... :mrgreen: :wink:
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Re: Misjump Inducer v0.1 OXP!

Post by Kaks » Sun Apr 03, 2011 9:54 am

However, I suppose his (its ?) kith is still fair game!! :P :D
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)

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Re: Misjump Inducer v0.1 OXP!

Post by lave » Sun Apr 03, 2011 10:33 am

Sounds good.
I will DL it once I have installed 1.75.

How exactly do you do a player-inducing misjump anyway?

Also, if this equipment is activated by shift N, then will that interfere with Okti's galaxy info oxp, that also used shift N?

Sorry if this is a stupid question but I am still currently using 1.74.2 and don't know how equipment will work in 1.75.

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Re: Misjump Inducer v0.1 OXP!

Post by Okti » Sun Apr 03, 2011 10:42 am

lave wrote: Also, if this equipment is activated by shift N, then will that interfere with Okti's galaxy info oxp, that also used shift N?

Sorry if this is a stupid question but I am still currently using 1.74.2 and don't know how equipment will work in 1.75.
It won't work with 1.74.2. Because primable equipments are introduced in 1.75. It won't interfere with GI because, shift n(N) is used to prime the equipment for any equipment that is primable. Then pressing n on the selected equipment activates the primed equipment. And by pressing shift n, which equipment is primed can be seen on the screen.
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Re: Misjump Inducer v0.1 OXP!

Post by lave » Sun Apr 03, 2011 11:19 am

Oh I see. So you can select individal equipment in 1.75.

Cool.

Thanks.

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Re: Misjump Inducer v0.1 OXP!

Post by Cody » Sun Apr 03, 2011 11:23 am

lave wrote:So you can select individal equipment in 1.75.
You can also assign those functions to 'stick buttons, if you use a 'stick.

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Re: Misjump Inducer v0.1 OXP!

Post by Switeck » Sun Apr 03, 2011 5:23 pm

My bad in the readme, yes...this will only work with v1.75 and later. :oops:

Activating the Misjump Inducer may or may not interfere with other scripted misjumps, such as those used for missions. Some may set the player's ship to misjump at the moment the jump begins, thus giving you no time to change it with Misjump Inducer. Wormhole Analyser OXP does this, which was part of the inspiration for this device. The other ideas of course came from the wormhole drones, Link 7 (to the Rift in Galaxy 7), and of course the 1-way Ticket 2 Oresrati. Others may do it earlier, so the next player jump...whatever it may be...is a misjump -- those could be changed to a regular jump by Misjump Inducer, or changed twice so it still misjumps.

However, because you must manually prime the Misjump Inducer after EACH jump to make the next jump a misjump...it can be inconvenient to do this while Thargoids are shooting your ship to bits. :twisted: This is intentional on my part -- otherwise it might be a little TOO convenient for 1k credits. :lol: I could instead just set a mission variable which always remembers which jump state Misjump Inducer should be, but I figured that would interfere with more OXPs that use jumps and misjumps to reach a destination. I meant for the Misjump Inducer to be a stand-alone device, not something to be used in conjunction with other OXPs.

The handy little text about whether the next jump will be a misjump or not can let you check whether "bad things" were already planned by another OXP. 8)

For non-jump capable ships (introduced in 1.75), Misjump Inducer might still make sense as disrupting the wormhole "somehow" to come out halfway without needing hyperspace ability itself. I'd consider it near-suicide to use like that...since without outside help you'd be stuck in interstellar space and all the Thargoids will do is "help" kill you.

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Re: Misjump Inducer v0.1 OXP!

Post by Fatleaf » Sun Apr 03, 2011 5:44 pm

lave wrote:How exactly do you do a player-inducing misjump anyway?
Before the countdown reaches zero pull up and keep keep pulling up, so you would be doing loops, until you exit the wormhole.
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Re: Misjump Inducer v0.1 OXP!

Post by Commander McLane » Sun Apr 03, 2011 6:31 pm

Fatleaf wrote:
lave wrote:How exactly do you do a player-inducing misjump anyway?
Before the countdown reaches zero pull up and keep keep pulling up, so you would be doing loops, until you exit the wormhole.
The latter isn't necessary. Having the pitch indicator fully up the moment you enter the wormhole suffices. You can release immediately.

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Re: Misjump Inducer v0.1 OXP!

Post by lave » Sun Apr 03, 2011 6:57 pm

I'll have to try that.

Thanks.

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Re: Misjump Inducer v0.2 OXP!

Post by Switeck » Tue Apr 05, 2011 3:17 am

This minor update does a major hack-job to the readme more than anything else -- I wrote and rewrote almost the whole text file. The copyright is basically now do whatever you want with it, there's not much to play with anyway. :lol:
I also mentioned that it ONLY works with v1.75 or later, not v1.74.
I also mention the misjump-inducing OXP it was based on.

Misjump Inducer now has 2 prerequisite items before you can buy or use it:
Scanner Targeting Enhancement and Wormhole Scanner equipment

...That shouldn't prove a problem for anyone, since those are 2 good items to have and the use of this item takes you somewhere you'll almost need an iron ass anyway. I did it for how-it-works fluff and game balance reasons.
Last edited by Switeck on Tue Jan 08, 2013 5:19 am, edited 1 time in total.

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Re: Misjump Inducer v0.2 OXP!

Post by Rese249er » Mon Oct 29, 2012 2:50 am

For some reason I can't induce a misjump in trunk. Will this be updated?
Got all turned around, lost my nav connection... Where am I now?

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Re: Misjump Inducer v0.2 OXP!

Post by Switeck » Mon Oct 29, 2012 3:44 am

Works for me in Windows build 5439 of Oolite v1.77 development version.
Please tell me more about how you're using it...

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Re: Misjump Inducer v0.2 OXP!

Post by Rese249er » Mon Oct 29, 2012 5:50 pm

I haven't actually tried it because it says it's for 1.75. Remove the requires.plist and it'll work then?
Got all turned around, lost my nav connection... Where am I now?

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