Author Topic: seeker torpedo problems  (Read 995 times)

Offline Flowrellik

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seeker torpedo problems
« on: September 29, 2017, 06:32:54 PM »
IDk how or even why but the seeker torpedo does not work for my BC. I use QBautostart 0.9 and I have BCS Beginning installed.
Everything else works fine up until I tried firing the torp on a cloaked vessel and the torpedo does not lock on.
I'm just not sure what I'm missing here. Even doing intensive scans does not even work properly.

Offline KrrKs

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Re: seeker torpedo problems
« Reply #1 on: September 30, 2017, 08:53:56 AM »
Can you post a Console report of directly after firing a Seeking Torpedo?

If that is the GMunoz 1.0 version of the seeker torpedo, it is still full of log statements, so it should be relatively easy to find where something went wrong.

Offline Flowrellik

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Re: seeker torpedo problems
« Reply #2 on: October 05, 2017, 02:58:54 PM »
Here is the full console list of what's going on. I'm the Constitution class from the Refit Connie pack (Enterprise-A) and my enemy is Wicked Zombie's Emperor Class (VoDleH)

Spoiler: show
#----------------------------------------------------------------------->>> Thu Oct 05 14:54:56 2017
####
Traceback (innermost last):
  File "c:\utopia\current\build\scripts\Autoexec.py", line 35, in ?
  File ".\Scripts\LoadInterface.py", line 198, in SetupColors
    SetupColor(App.g_kMultiplayerRadioPink, 8.0 / 255.0, 71.0 / 255.0, 120.0 / 255.0, 1.0)
AttributeError: g_kMultiplayerRadioPink
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Updating FoundationMenu.ShipMenuBuilderDef
Repairing ship description outputs...
Foundation Tech loaded
BridgeFX Enabled...
CameraFX Enabled...
ExplosionFX Enabled...
SpecialFX Enabled...
WarpFX Enabled...
AttributeError: PreLoadAssets
Tracking Console
Registering listener WalkFX FoundationTriggers.8392975
['RemoveShip8388687', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', '8392975', 'FTB Event Loop0', 'Planet Ship Trigger8388808', '__name__', 'AI Inaccurate Weapons8388737', 'AddShip8392980', 'NanoFXBlinkers8392980', 'Planet Ship Destroyed Trigger8388687', '__file__', 'SDT Trigger8388808', '__builtins__', 'WeaponHit8388708', 'NanoFXTrigger8392981', 'TorpedoFired8388710', 'Player Ship Created8392981']
Registering listener Cloak Timing FoundationTriggers.8388727
['RemoveShip8388687', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', '8392975', 'FTB Event Loop0', 'Planet Ship Trigger8388808', '__name__', 'AI Inaccurate Weapons8388737', 'AddShip8392980', '8388727', 'NanoFXBlinkers8392980', 'Planet Ship Destroyed Trigger8388687', '__file__', 'SDT Trigger8388808', '__builtins__', 'WeaponHit8388708', 'NanoFXTrigger8392981', 'TorpedoFired8388710', 'Player Ship Created8392981']
Registering listener Decloak Timing FoundationTriggers.8388729
['RemoveShip8388687', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', '8392975', 'FTB Event Loop0', 'Planet Ship Trigger8388808', '__name__', 'AI Inaccurate Weapons8388737', 'AddShip8392980', '8388727', 'NanoFXBlinkers8392980', '8388729', 'Planet Ship Destroyed Trigger8388687', '__file__', 'SDT Trigger8388808', '__builtins__', 'WeaponHit8388708', 'NanoFXTrigger8392981', 'TorpedoFired8388710', 'Player Ship Created8392981']
Registering listener Engineering Extension Trigger init FoundationTriggers.8388629
['RemoveShip8388687', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', '8392975', 'FTB Event Loop0', 'Planet Ship Trigger8388808', '__name__', 'AI Inaccurate Weapons8388737', 'AddShip8392980', '8388727', '8388629', 'NanoFXBlinkers8392980', '8388729', 'Planet Ship Destroyed Trigger8388687', '__file__', 'SDT Trigger8388808', '__builtins__', 'WeaponHit8388708', 'NanoFXTrigger8392981', 'TorpedoFired8388710', 'Player Ship Created8392981']
Registering listener Engineering Extension Trigger Restart FoundationTriggers.8388622
['TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'WeaponHit8388708', 'AI Inaccurate Weapons8388737', '8392975', 'NanoFXBlinkers8392980', 'Planet Ship Destroyed Trigger8388687', 'AddShip8392980', '8388727', '8388729', 'RemoveShip8388687', 'SDT Trigger8388808', 'FTB Event Loop0', '8388622', '__name__', '8388629', 'TorpedoFired8388710', '__file__', '__builtins__', 'NanoFXTrigger8392981', 'Planet Ship Trigger8388808', 'Player Ship Created8392981']
Registering listener WalkFX Sitdown FoundationTriggers.8388808
['TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'WeaponHit8388708', 'AI Inaccurate Weapons8388737', '8392975', 'NanoFXBlinkers8392980', 'Planet Ship Destroyed Trigger8388687', 'AddShip8392980', '8388727', '8388729', 'RemoveShip8388687', 'SDT Trigger8388808', 'FTB Event Loop0', '8388622', '__name__', '8388808', '8388629', 'TorpedoFired8388710', '__file__', '__builtins__', 'NanoFXTrigger8392981', 'Planet Ship Trigger8388808', 'Player Ship Created8392981']
Registering listener WALKFXGUI FoundationTriggers.8388629
['TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'WeaponHit8388708', 'AI Inaccurate Weapons8388737', '8392975', 'NanoFXBlinkers8392980', 'Planet Ship Destroyed Trigger8388687', 'AddShip8392980', '8388727', '8388729', 'RemoveShip8388687', 'SDT Trigger8388808', 'FTB Event Loop0', '8388622', '__name__', '8388808', '8388629', 'TorpedoFired8388710', '__file__', '__builtins__', 'NanoFXTrigger8392981', 'Planet Ship Trigger8388808', 'Player Ship Created8392981']
####

#----------------------------------------------------------------------->>> Thu Oct 05 14:57:04 2017
####
Preparing Homing Torpedo
####

####
Homing Torpedo Ready
####

####
Homing torp loaded in Fwd Tube 2
####

####
Seeking Target...
C-8B VodLeH-1 is at distance 59.3462715149
Closest ship C-8B VodLeH-1
Ship is Cloaked
Creating Fire Point
Traceback (innermost last):
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 152, in SeekTarget
    pTarget=SetTorpTarget(pTorp)
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 216, in SetTorpTarget
    pFirePoint=TorpFirepoint(pTarget)
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 229, in TorpFirepoint
    pFirePoint = loadspacehelper.CreateShip("Firepoint", pShip.GetContainingSet(), "Torpedo Target", None)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 105, in CreateShip
    pModule.LoadModel ()
AttributeError: 'None' object has no attribute 'LoadModel'
####

Offline KrrKs

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Re: seeker torpedo problems
« Reply #3 on: October 06, 2017, 09:27:20 AM »
Do you have a "Firepoint" file present in both scripts/ships and the hardpoint folder?

Offline Flowrellik

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Re: seeker torpedo problems
« Reply #4 on: October 06, 2017, 06:15:41 PM »
I don't think I do.
EDIT: Added one from KM. now I have this error.

#----------------------------------------------------------------------->>> Fri Oct 06 23:39:44 2017
####
Preparing Homing Torpedo
####

####
Homing Torpedo Ready
####

####
Homing torp loaded in Forward Torp 2
####

####
Seeking Target...
C-8B VodLeH-1 is at distance 47.7784843445
Closest ship C-8B VodLeH-1
Ship is Cloaked
Creating Fire Point
Traceback (innermost last):
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 152, in SeekTarget
    pTarget=SetTorpTarget(pTorp)
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 216, in SetTorpTarget
    pFirePoint=TorpFirepoint(pTarget)
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 229, in TorpFirepoint
    pFirePoint = loadspacehelper.CreateShip("Firepoint", pShip.GetContainingSet(), "Torpedo Target", None)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 105, in CreateShip
    pModule.LoadModel ()
  File ".\Scripts\ships\Firepoint.py", line 14, in LoadModel
  File ".\Scripts\ships\Firepoint.py", line 5, in GetShipStats
AttributeError: FIREPOINT
####

This is what I get for trying to make my own BC from scratch. I really do not want to use anything from KM because of the override from DS9FX and it's a pain in the ass trying to keep debris active, let alone ships still being explosive.

Offline Mario

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Re: seeker torpedo problems
« Reply #5 on: October 07, 2017, 07:21:32 AM »
I don't think I do.
EDIT: Added one from KM. now I have this error.

#----------------------------------------------------------------------->>> Fri Oct 06 23:39:44 2017
####
Preparing Homing Torpedo
####

####
Homing Torpedo Ready
####

####
Homing torp loaded in Forward Torp 2
####

####
Seeking Target...
C-8B VodLeH-1 is at distance 47.7784843445
Closest ship C-8B VodLeH-1
Ship is Cloaked
Creating Fire Point
Traceback (innermost last):
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 152, in SeekTarget
    pTarget=SetTorpTarget(pTorp)
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 216, in SetTorpTarget
    pFirePoint=TorpFirepoint(pTarget)
  File ".\Scripts\Custom\QBautostart\SeekerTorpedo.py", line 229, in TorpFirepoint
    pFirePoint = loadspacehelper.CreateShip("Firepoint", pShip.GetContainingSet(), "Torpedo Target", None)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 105, in CreateShip
    pModule.LoadModel ()
  File ".\Scripts\ships\Firepoint.py", line 14, in LoadModel
  File ".\Scripts\ships\Firepoint.py", line 5, in GetShipStats
AttributeError: FIREPOINT
####

Change
Code: [Select]
"Species": Multiplayer.SpeciesToShip.FIREPOINT

To
Code: [Select]
"Species": Multiplayer.SpeciesToShip.PROBE

You can't just take things from KM in general especially when there are multiplayer declarations in scripts.

This is what I get for trying to make my own BC from scratch. I really do not want to use anything from KM because of the override from DS9FX and it's a pain in the ass trying to keep debris active, let alone ships still being explosive.

What kind of override are you referring to?
Acta, non verba.
aka USS Sovereign

Offline KrrKs

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Re: seeker torpedo problems
« Reply #6 on: October 07, 2017, 07:38:09 AM »
Wouldn't that still point to an non-existent nif file though?

I was going to suggest to copy the 'Distortion' ship file that came with BCS, rename that to 'Firepoint' and also change the name in line 7 accordingly.

I really thought that the firepoint files came with BCS, but since that is not so, there seems to something else going on w.r.t. intensive scan.

Offline Mario

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Re: seeker torpedo problems
« Reply #7 on: October 07, 2017, 07:49:24 AM »
Wouldn't that still point to an non-existent nif file though?

Unless Defiant moved nifs in KM or Flowrellik doesn't have the model it is pointing to it is going to crash the game.

I was going to suggest to copy the 'Distortion' ship file that came with BCS, rename that to 'Firepoint' and also change the name in line 7 accordingly.

I really thought that the firepoint files came with BCS, but since that is not so, there seems to something else going on w.r.t. intensive scan.

It's not ours. Look for Blind Fire mod it's from there I believe.
Acta, non verba.
aka USS Sovereign

Offline Flowrellik

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Re: seeker torpedo problems
« Reply #8 on: October 07, 2017, 09:28:54 PM »
I believe the override from DS9 FX when trying it out in the past was with ships exploding after death, but the ship does not break apart, and that the debris disappears overtime. Now I'm not sure if this is more to do with NanoFX since I haven't down python coding in AGES.
Changing Firepoint to Probe worked. Tested it on a BOP without fail! Thanks Mario!
blind fire mod? I don't know if nexus has it. I remember seeing it in the past but I don't believe I have that in my files anymore thanks to a hard drive fail.

Offline Mario

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Re: seeker torpedo problems
« Reply #9 on: October 08, 2017, 10:01:11 AM »
I suppose to what you're referring to is called memory cleaner and it can be toggled off via UMM so DS9FX will not perform such actions. Ever since the inception of the component you had the option to toggle on or off this option and DS9FX would not delete hulks and wrecks.
Acta, non verba.
aka USS Sovereign