General Update[/color]
Wow, it's been a while since I last gave a general update! Here's where TCMP currently stands:
Completed:
-All models.
-All mapping*.
-All textures (+ or - a few tweaks).
-All ships are in-game and fully-functional*.
-All TDE files are complete (did that in about an hour yesterday).
-All Ptolemy Class ships** separate through use of MVAM.
-All shuttle-launching scripts (including the special one for K7) are complete.
-All hardpoints (overall).*Excluding Deep Space Station K7. This starbase still has that major problem I talked about earlier.
**Excluding Ptolemy+LifePod
WIP:
-Hardpoint tweaks. I just need to do a little bit more balancing.
-The Ptolemy+Variants TGL files.
-MVAM Reintegration sequences. Sneaker98, your MVAM instructions are very detailed (great work), however I'm having a bit of trouble understanding how to get the positions of the ships for the reintegration sequences (for those of you on MSN/WLM, this is what my 'Personal Message' is talking about). If you or anyone else can offer assistance, please contact me on MSN/WLM. Thanks.
Of course, it wouldn't be a general update without these:
Problems:
-K7 Station is missing one texture in-game. This
drastically reduces the FPS, making it
unplayable. This is the only
serious problem remaining. Adonis and myself are completely out of ideas. Experienced modelers/mappers, please help!
-The USS Daedalus icon is a Klingon Bird of Prey in Quickbattle (in the menu it appears as it should). This one is just plain annoying. Especially because the USS Essex's icon appears just fine, and its files (scripts/ships and scripts/ships/hardpoints) were made directly from the USS Daedalus! A second set of eyes would be appreciated.
-Ptolemy+TwoPods won't reintegrate. This is almost certainly a problem with the MVAM file, but I've looked over it quite a few times and I can't figure out what's wrong. Again, a second set of eyes would be appreciated. Just contact me over MSN/WLM.
-USS Ptolemy appears under the Ptolemy+One Pod sub-submenu (which is under the Ptolemy Class submenu). I'm sure this is a result of MLeo's submenu code, which is just wonderful (except for this little snag
). MLeo, could you help me with this?
Once everything on this list is
green, TCMP will ready for Beta-testing (We'll just consider that first round of tests a few months ago the Alpha-testing phase.
).
And, as promised, here's how you change the type of shuttle that K7 launches, (in a more general tutorial format):
First, the station has to be shuttle-capable. Defiant's online shuttle-launching framework does that nicely. Next, you have to modify the Borg's sphere-launching script included in KM v.0.9.1 as follows:
import App
import MissionLib
import string
import ftb.ShipManager
MODINFO = { "needBridge": 0 }
def GetShipType(pShip):
if pShip and pShip.GetScript():
return string.split(pShip.GetScript(), '.')[-1]
else:
return None
def chance(iRand):
if App.g_kSystemWrapper.GetRandomNumber(100) < iRand:
return 1
return 0
def EmergEscapeK7(pObject, pEvent):
pObject = App.ObjectClass_Cast(pEvent.GetDestination())
pShip = App.ShipClass_Cast(pObject)
if not pShip or not pObject:
pObject.CallNextHandler(pEvent)
return
ShipType = GetShipType(pShip)
if (ShipType == "K7STATION") and chance(20):
pFTBCarrier = ftb.ShipManager.GetShip(pShip)
pFTBLauncher = pFTBCarrier.GetLaunchers()
numTypes = len(pFTBLauncher)
for index in range(numTypes):
pFTBLauncher[index].LaunchShip("Type1")
pObject.CallNextHandler(pEvent)
def init():
pMission = MissionLib.GetMission()
if not App.g_kUtopiaModule.IsMultiplayer() or App.g_kUtopiaModule.IsHost():
App.g_kEventManager.AddBroadcastPythonFuncHandler(App.ET_OBJECT_EXPLODING, pMission, __name__ + ".EmergEscapeK7")
- Just change the name of the ship that launches from the mothership (in
gold[/color]), and the name of the mothership (also in
gold[/color]), to whatever you want.
- The number highlighted in
cyan is the chance that the ship will launch upon the mothership's destruction. Set this too 100 if you want this ship to always launch.
- Also, I've changed the name of the file from "BorgEmergEscape.py" to "EmergEscapeK7.py", so it won't override the Borg's script. You'll need to do the same if you want to adapt this to other ships. Make sure you change the ".EmergEscapeK7" (shown in
white) to match the name of the file.