Author Topic: Changing Hardpoints  (Read 4441 times)

Offline FourChan

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Changing Hardpoints
« on: July 11, 2008, 03:25:37 PM »
I have a question, how would I go along about changing hard points on a ship to update it for like DS9 era fighting etc? Cause I am trying to change the Springfield class into a DS9 era ship with quantum torpedos and updated phaser arrays. Can I change the hardpoints in the hardpoint py files or what would I have to go along to do this? Thanks

Offline Kirk

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Re: Changing Hardpoints
« Reply #1 on: July 11, 2008, 03:30:52 PM »
Edit your hardpoints with the Model Property Editor included in the SDK.

Offline MLeo

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Re: Changing Hardpoints
« Reply #2 on: July 11, 2008, 05:50:10 PM »
You can use either the MPE (linked in previous post), this is advised in case you don't really know what you are doing.

But it's possible to manually edit the hardpoint, it's a script.


I am moving this thread to Modding, while hardpointing isn't moddeling, it also isn't exactly scripting, sure, it's a script, but we don't tend to consider hardpointing to be scripting.

*Moved*
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline jayce

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Re: Changing Hardpoints
« Reply #3 on: July 12, 2008, 01:47:43 AM »
perhaps only due to the exteme ease of use of the model property editor.

heck, if the AI editor was as easy to get working and work with as the MPE, then AIs would probably end up in modeling too.

Offline JimmyB76

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Re: Changing Hardpoints
« Reply #4 on: July 12, 2008, 02:15:37 AM »
everything takes time, practice, and diligence - no matter how easy or complex it is :)
it all depends on how much you want to learn about it and then learn about tweaking it...
and thats why forums are here, to ask questions to those who know more than you, so as to build up your own skills :)

Offline Starforce2

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Re: Changing Hardpoints
« Reply #5 on: July 12, 2008, 03:27:23 AM »
I don't think it was mentioned but you can open it in a text editor such as notepad. Be sure after you make your change to deleted the matching PYC. You should probably back up the original and make one change at a time incase you make a typo doing it manualy which is very easy to do. A torpedo change and a phaser change is very easy on manual. I will assume you have a torpedo.py that you desire to use.


Find the torpedo master (not a TUBE) property listed in the ships hardpoint,

Torpedoes.SetMaxTorpedoes(0, 350)

This line controls whatever torpedo is type one. The 350 is how many you carry, if you want to change this number..well..do it. Just make sure you keep things precice, like spaces and commas.

Torpedoes.SetMaxTorpedoes(1, 350)
This controls your second ammo type, from what I can tell.

Below each of the above is a matching liek for that ammo count:
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.CGPhotorp")
Notice the zero. For your second ammo type, that should be a 1...
See where it says CGPhotorp? That is the same of the py for that projectile located in the projectile folder. Leave off the .py and it is case sensative. Use copy and paste for these.

They appear together like this:
Torpedoes.SetMaxTorpedoes(0, 350)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.CGPhotorp")
Torpedoes.SetMaxTorpedoes(1, 350)
Torpedoes.SetTorpedoScript(1, "Tactical.Projectiles.CGPhotorp")

Obviously you wouldn't have 2 identicle torpedo types..one would be photon and one quantum but you get my point...


Now find one of your TUBES. The ammount you can fire from a tube, your reload time and delay between shots is controled at the individual tube, not the master. If you are changing eras, then here are three lines, which appear in the order shown, that you may be interested in:

FwdTorpedo1.SetImmediateDelay(0.250000)  <--1 quarter second fire delay
FwdTorpedo1.SetReloadDelay(30.000000)      <---30 seconds to reload
FwdTorpedo1.SetMaxReady(2)                     <----I can fire 2 from this tube before it is empty.

Now on to phasers.

Find a phaserbank. Probably named "portphaser1" or something.

VentralPhaser3Array.SetMaxCharge(5.000000)  <--controls max units it charges too
VentralPhaser3Array.SetMaxDamage(1000.000000)  <-how much damaged 1 unit of charge does.
VentralPhaser3Array.SetMaxDamageDistance(60.000000)   <--your range. I assume in KM.
VentralPhaser3Array.SetMinFiringCharge(2.000000)     <---you must charge 2 units before you can fire.
VentralPhaser3Array.SetNormalDischargeRate(1.000000)  <-discharges 1 unit of charge (I believe this will use 1 per second which means max charge 5 is a 5 second burst)
VentralPhaser3Array.SetRechargeRate(0.080000)  <--a rather slow recharge rate. I'd use .2 or .4 for a quick charge bank. experiment.


VentralPhaser3Array.SetTextureName("data/phaser27a.tga") <--you may change your phaser texture by pasting the name including extension as shown. Make sure said file is in your data folder.

Color is best done through the mpe.

Hope this helps.


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Offline El

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Re: Changing Hardpoints
« Reply #6 on: July 12, 2008, 06:33:04 AM »
I really would recommend using the MPE if you are not comfortable using scripts, its the simplest and easiest way to go.

BTW, this forum is Modding not Modelling, so hardpointing does indeed belong in here. ;)

Offline Voyager16

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Re: Changing Hardpoints
« Reply #7 on: July 21, 2008, 09:11:59 AM »
I dont want to Hjack a thread..
but I have a similar problem.
I got my hands on Milkshape =D
And I had an idea about the Akira, I changed the model and exported it as .nif.
But now I dont know where to begin.
I thought, by making a folder of the new ships, than put all the original Akira files in it, and than use the method to make it a seperate ship.
But it wont get ingame etc.
I think thats because of the HP,
I completley removed the nacelles, (+ the torpedo launcher, because it connects the Warp engines)
So my thought is, that the HP is wrong 'cause of the model changing.

So my question is: How do you create a hardpoint?

Offline Captain_April

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Re: Changing Hardpoints
« Reply #8 on: July 21, 2008, 11:00:26 AM »

So my question is: How do you create a hardpoint?
How to learn to Hardpoint in 5 steps:
Step 1: Get the MPE
Step 2: open up a hardpoint file relevant to the ship your making (in your case and Akira, in FourChan's case, the Springfield)
Step 3: Backup the hardpoint, then mess around with it in MPE, and save, run BC, and see what happens.
Step 4: take note of what happens, and repeat step 3 until you have a Hardpoint that you like
Step 5: Show your work to other people and get input from them

Thats all that I did to learn how to hardpoint, along with a few other things.  tutorials don't really help, or, atleast, they didn't help me one bit, you just need to get your feet wet and keep walking in until you're swimming

I thought, by making a folder of the new ships, than put all the original Akira files in it, and than use the method to make it a seperate ship.
But it wont get ingame etc.
I think thats because of the HP,
I completley removed the nacelles, (+ the torpedo launcher, because it connects the Warp engines)
So my thought is, that the HP is wrong 'cause of the model changing.

about that issue, the flaw would not be from a wrong hardpoint.  the ship does not get automatically plugged into the game when you add a model file and a HP.

here's a simple list of the requirements for a new ship:
model file in:
BCDirectory/data/models/ships/nameofship/
(you have that)
textures for the model, which you probably also have
hardpoint file in
BCDirectory/scripts/ships/hardpoints
                This file is the hardpoint, as I described above.  just start with the Akira hardpoint in MPE, and mess around with it to
                create the HP you want.
nameofship.py file in
BCDirectory/scripts/ships
                This is the most important file to have, because it specifies the directory to find the model and textures in, as well as the
                hardpoint file name.  you need to go into that py file and setup the correct ship name and directories for the hp and
                model.  This is probably one of your problems.
nameofship.py file in
BCDirectory/scripts/custom/ships
                 This file actually adds the ship to the game in a menu.  it specifies which menu it appears under, maximum warp speed, 
                 cruise warp speed, etc.  luckily for us, the Bride Commander Ship Menu Creator can be used to make these files.
                 Here's the link:  http://bridgecommander.filefront.com/file/Bridge_Commander_Ship_Menu_Creator;91634
Once you have all of that done, then you have yourself a ship, regardless of its hardpoint

But, anyway, back to the topic of the thread:
FourChan, my advice for Hardpointing that I lent earlier is what I recommend for anyone who tries to hardpoint, or anything else, for that matter (except, of course, for diffusing bombs, don't mess around with those if you don't know what to do :D)

Offline Starforce2

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Re: Changing Hardpoints
« Reply #9 on: July 21, 2008, 03:28:43 PM »
I dont want to Hjack a thread..
but I have a similar problem.
I got my hands on Milkshape =D
And I had an idea about the Akira, I changed the model and exported it as .nif.
But now I dont know where to begin.
I thought, by making a folder of the new ships, than put all the original Akira files in it, and than use the method to make it a seperate ship.
But it wont get ingame etc.
I think thats because of the HP,
I completley removed the nacelles, (+ the torpedo launcher, because it connects the Warp engines)
So my thought is, that the HP is wrong 'cause of the model changing.

So my question is: How do you create a hardpoint?

If it wont go ingame it's not because of the HP. Just because Hp's have things incorreclty placed does mean it will be prevented from going in game. You might have an exporting problem or other issue with the model itself.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline Voyager16

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Re: Changing Hardpoints
« Reply #10 on: July 21, 2008, 07:01:33 PM »
omg guys, I should have put it diffrently.
I mean I cant load it, When I want to start ingame, the game carshes.
Now I've been looking in the files, I used the method to make it seperate..
Only there is one thing.
Script/custom/ships/Akira.
Was not in the KM 1.0 install..
I cant find it..
So what I did, *weeks back*
I grabbed the custom/ships file of the USS Archangel.
I also changed the name etc, also in the file itself.
That might be the problem?

And why I thought it was because of the HP.
I did remove the naccles + a torpedo launcher.
Might be that the game cant find it?
And it's still in the HP file?
Maybe thats causing it to crash..

Edit: just thought of this, in MPE; what if I remove the torpedo launcher etc?

Offline Starforce2

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Re: Changing Hardpoints
« Reply #11 on: July 21, 2008, 08:34:04 PM »
omg guys, I should have put it diffrently.
I mean I cant load it, When I want to start ingame, the game carshes.
Now I've been looking in the files, I used the method to make it seperate..
Only there is one thing.
Script/custom/ships/Akira.
Was not in the KM 1.0 install..
I cant find it..
So what I did, *weeks back*
I grabbed the custom/ships file of the USS Archangel.
I also changed the name etc, also in the file itself.
That might be the problem?

And why I thought it was because of the HP.
I did remove the naccles + a torpedo launcher.
Might be that the game cant find it?
And it's still in the HP file?
Maybe thats causing it to crash..

Edit: just thought of this, in MPE; what if I remove the torpedo launcher etc?

Any number of things could cause it to crash. If you think it's the model, backup the files in the model folder of a ship you know works, IE the akira. Place your model and textures in there and make sure the nif is (case sensative) exactly as the one you are replacing. If you get a crash, the problem is with the model. If it loads, the model is fine and you flubbed up either the hardpoint or the other scripts/ships/shipname.py file with a typo or a spelling error or some annoying thing like that.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline ACES_HIGH

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Re: Changing Hardpoints
« Reply #12 on: July 21, 2008, 08:37:06 PM »
the computer doesn't care what the model looks like, you could have a galaxy class HP on a Peregrine Fighter model and it would still work.  the problem sounds like something is wrong with the scripts/ships .py file, make sure all the lines are pointing to the right files.  Also make sure you remove the old .pycs

Offline Voyager16

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Re: Changing Hardpoints
« Reply #13 on: July 22, 2008, 07:42:29 AM »
I replaced my model in the Akira folder, it still crashes.
Cant find any problem in the HP =S
Could somebody please look at it?
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Offline MLeo

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Re: Changing Hardpoints
« Reply #14 on: July 22, 2008, 10:19:56 AM »
So you replaced the Akira model, and tried the Akira ship, right, and it crashed?
That would mean there is a problem with the model, not the hp.

Did the Akira work before you replaced the model?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Voyager16

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Re: Changing Hardpoints
« Reply #15 on: July 22, 2008, 01:13:56 PM »
Yes it did, I shall repace an other ship by mine to, just to be sure.

Offline Captain_April

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Re: Changing Hardpoints
« Reply #16 on: July 22, 2008, 02:39:31 PM »
Yes it did, I shall repace an other ship by mine to, just to be sure.
Did the model file have the same name?  if you replaced a ship, the model must have the same name as the model from the original ship, because that is the file the scripts/ships/ship.py file looks for when it loads the ship into BC.

Offline Voyager16

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Re: Changing Hardpoints
« Reply #17 on: July 22, 2008, 05:05:08 PM »
I attached the ship in one of my previous posts.

The name of my ship is "Striker"
I changed these Akira name files to Striker:
Data/Icons/Striker
Data/Models/ships/Striker

Scripts/ships/Striker
Script/schips/HP/Stiker
Scripst/Custom/ships/Striker

and yes, with the Scripts, I also changed the file structure to Striker.

Offline MLeo

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Re: Changing Hardpoints
« Reply #18 on: July 22, 2008, 05:56:02 PM »
It's not just the filenames, it's also what's in them. I'm not suprised the game crashes now.


Lets walk through an example, the Ferengi Marauder.

Go to data/Models/Ships and copy the Marauder directory to data/Backup/Models/Ships (create the missing directories), make sure it's copy, and that it copies everything inside the Marauder map/directory/folder (I'll use directory from now on), not moves, but copies.

Now, take your nif, and put it in the data/Models/Ships/Marauder/ directory.
Delete the existing Marauder.NIF file, and rename your nif file exactly the same as Marauder.NIF

Copy it from here:
Code: [Select]
Marauder.NIF
Delete the VOX files (since you changed the model).

Now go in game and set the player ship to the Marauder ship.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Voyager16

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Re: Changing Hardpoints
« Reply #19 on: July 22, 2008, 07:51:53 PM »
I already said, I changed the file structure to, so every thing that had to be replaced by "Striker" is now replaced..
I tried your tip MLeo, but when I select the Marrauder, and start the game.
It crashed.
Might it be a model error in Milkshape? It is my first attempt eh..