Space Engineers

Space Engineers

Jump Drive API
19 Comments
ChrisJedi_py 16 Apr @ 1:17pm 
I got the mod to work. It's a bit difficult to use, but it does indeed work. You need to set the target with a programmable block, and the location needs to be valid. I think there's a minimum distance for jump drives, which may be the problem for most people trying to use this.
Diemar 14 Mar @ 8:14am 
Its a shame this was abandoned. It do not seem to work anymore :(
Pegas519 3 Jan @ 6:18pm 
I must be stupid or something. I can't get anything to jump using either the test script, or a timer. I can only jump using traditional jump command from a flight seat. I play in survival, tried in creative. just cant jump. script have no error message, just does nothing.
RedivusPilot3 6 Nov, 2024 @ 9:30pm 
its working now and the prototech jump drives works with it as well. i could get up to 5 ships to jump simultaneously. and is there a way to group the drives together to extend the range or is it something i missed? also the unidentified signals don't seem to work so i just copied the coordinates and made a new GPS with it to use the jump. other than those 2 things i will have a lot of fun with this so thanks. :steamthumbsup:
avaness  [author] 5 Nov, 2024 @ 7:14am 
It should be fixed now, let me know if it works
RedivusPilot3 29 Oct, 2024 @ 12:15am 
I believe the API isn't compatible with the current version when using the example script i get a message that says invalid property's then it lists all the problems. this API seems pretty good for fleet jumping using the broadcasting blocks so i'm hoping it can be updated
SilverFoxSpectre 10 Dec, 2022 @ 2:38am 
Is there a script or other method in which the auto jump can simply go straight forward as per default? I'm making a sequenced jump for a carrier where one button closes all hatches and such, plays some warning sounds, and then after about a minute or two actually jumps.
Krypt 27 Sep, 2022 @ 5:53am 
Sorry, not tested yet. But I can say, it jumps successfully if the detected object is a static grid
avaness  [author] 15 Sep, 2022 @ 1:21pm 
You wont see new toolbar actions on anything except button panels, timers, and scripts.
avaness  [author] 15 Sep, 2022 @ 1:20pm 
Does it work if you use the example script I provided?
Krypt 14 Sep, 2022 @ 10:38am 
Trying to use this mod:
- I don't see new action as tolbar actions
- Unable to make ship jumt using script

Code I using:
```
var rawProp = jump.GetProperty("ScriptJumpTarget");
Log.Write(rawProp);
var castedProp = rawProp?.As<Vector3D?>();
Log.Write(castedProp);
castedProp?.SetValue(jump, Marker.Value.Item3);

var action = jump.GetActionWithName("ScriptJump");
Log.Write(action);
action?.Apply(jump);
```

All 3 lines are present in log and have values as expected, but nothing happens

Marker.Value.Item3 is a Position property of raycast result

In this partircular case it is an asteroid, so, the point is inside of asteroid.
In this case vanilla game allows to jump, but places ship short of ~1.5km to the point
PF28 12 Aug, 2022 @ 10:18pm 
The script using the API works fine but the timer can't seem to read the GPS coordinates
Digi 5 Jul, 2022 @ 11:09pm 
@CTH2004
Probably never, keen intentionally made the jumpdrive to require player input. Why? only they know and they ain't saying =)
BoompaBlubbah 26 May, 2022 @ 8:32am 
Adding this to my Torch server right now.
vano03voin 10 Apr, 2022 @ 12:27am 
i wait it whole life! THanx!
CTH2004 13 Feb, 2022 @ 1:13pm 
Nice! When will this be vannilla?
avaness  [author] 13 Feb, 2022 @ 11:39am 
This is server side, so it would have to be a torch plugin. But it wouldn't be any different
Blues Hailfire 13 Feb, 2022 @ 11:13am 
YES WOOHOOO WE LOVE YOU AVANESS!

Any chance you can make this into a plugin?
Duke Skyloafer 12 Feb, 2022 @ 6:27pm 
FINALLY