Author Topic: "faking" torpedoes  (Read 4168 times)

Offline King Class Scout

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"faking" torpedoes
« on: July 17, 2009, 09:58:09 PM »
I'm looking for a way to slip a "fake" torpedo script into a couple ships so that "Duane Johnson XXIII" will fly the stinking thing in quickbattle.  I've been hunting for this because my converter program for my joypad will either randomly open the menus, or "ctrl-D" me, even if no other buttons are assigned with anything.
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Offline ACES_HIGH

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Re: "faking" torpedoes
« Reply #1 on: July 17, 2009, 11:56:54 PM »
all you need is to set a hardpoint to use a torpedo with zero rounds

Offline King Class Scout

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Re: "faking" torpedoes
« Reply #2 on: July 18, 2009, 06:58:57 AM »
Aces: I tried that.  the ship wouldn't accept the script, for some reason.  i need the exact type, I think, for the dummy launcher so I don't get a console error report, yet again :P.  Python seems to be highly sensitive to exact spelling and structure in order for something to take.  even "cut and paste" from a working ship doesn't work right half the time.  I've had to go back and fix a few script errors that pop up in the logger.
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Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline JimmyB76

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Re: "faking" torpedoes
« Reply #3 on: July 18, 2009, 02:40:42 PM »

Offline ACES_HIGH

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Re: "faking" torpedoes
« Reply #4 on: July 19, 2009, 12:39:51 PM »
oh, so you are having trouble adding the launcher too?  Have you tried adding it with MPE?  remember you need both a weapon control system and a tube for it to work.

Offline King Class Scout

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Re: "faking" torpedoes
« Reply #5 on: July 19, 2009, 08:24:29 PM »
Jimmy: *chuckle* glad I'm not the ONLY one that noticed that.

Aces: i managed to get a torpedo script in, but not a torpedo TUBE one.  and I've found no refrences to "MPE"
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Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Kirk

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Re: "faking" torpedoes
« Reply #6 on: July 19, 2009, 10:32:56 PM »
The MPE (Model Property Editor) comes with Bridge Commander's Software Developer's Kit (SDK,) which is available at BCF.

Offline King Class Scout

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Re: "faking" torpedoes
« Reply #7 on: July 20, 2009, 10:40:34 AM »
if it's the same as the one tacked onto BCUT, then it'd be useless.  the one in BCUT plays with the standing peices of the hardpoint (it DID confirm i got a working Torpedo script in, though).  does it help write the script?  also, does the 3d program the majority of you guys use give you coordinates for the positioning of weapon emission points on your models?
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Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Nebula

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Re: "faking" torpedoes
« Reply #8 on: July 20, 2009, 10:46:59 AM »
the MPE is a 3d weapon/system positioning program...

where you can modify all the values as well.

someone show him a pic
Canon is what people argue exists on ships that don't exist.

Offline teleguy

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Re: "faking" torpedoes
« Reply #9 on: July 20, 2009, 10:48:38 AM »
if it's the same as the one tacked onto BCUT, then it'd be useless. 
No, it's this one.
http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455

Offline Dalek

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Re: "faking" torpedoes
« Reply #10 on: July 20, 2009, 10:49:40 AM »
Pic of MPE as requested.
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

 - Lorien

Offline King Class Scout

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Re: "faking" torpedoes
« Reply #11 on: July 20, 2009, 11:11:41 AM »
YEEEEEEES!

now I can complete my personal mods AND have a way to do my Simplicity mod in my OWN starships.

Dalekium: two questions: one, is that an OS style Miranda varient in the Pic, and two, where can I get the Pulse Phasers for the ship in your sig (which i DLed after seeing it IN your sig :D ), I had to disable the pulse phasers in the hardpoint to prevent a BSOD
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Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline teleguy

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Re: "faking" torpedoes
« Reply #12 on: July 20, 2009, 02:37:25 PM »
Quote
one, is that an OS style Miranda varient in the Pic
It's one of the Kelvin Fleet ships from the new movie.
Quote
and two, where can I get the Pulse Phasers for the ship in your sig (which i DLed after seeing it IN your sig Very Happy ), I had to disable the pulse phasers in the hardpoint to prevent a BSOD
The Pulse Phasers are included in the Barrier or th DJValiant Classes. There's also a typo in the hardpoint, you have to remove the space in "Tactical.Projectiles.Pulse Phaser".

Offline Dalek

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Re: "faking" torpedoes
« Reply #13 on: July 20, 2009, 02:38:51 PM »
I already PM'ed him the answers to those questions.
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

 - Lorien

Offline King Class Scout

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Re: "faking" torpedoes
« Reply #14 on: July 24, 2009, 01:52:37 PM »
i hate to poke this back awake, but...

when I unzipped this "SDK', what I got was a collection of loose files, like one of the ships.  I had assumed it was a program or at least had an EXE.  what do I do with this?
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Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Nebula

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Re: "faking" torpedoes
« Reply #15 on: July 24, 2009, 01:56:27 PM »
the SDK has all the files in the scripts folder in PY format it also has an AI editor and a damage editor...

It's not just for HPs.... the folder you are looking for is

BC SDK/Tools/ModelPropertyEditor 
Canon is what people argue exists on ships that don't exist.

Offline King Class Scout

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Re: "faking" torpedoes
« Reply #16 on: July 24, 2009, 05:39:36 PM »
got it, but it BSOD's the minute I try and load a Script to go with it :P
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline KrrKs

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Re: "faking" torpedoes
« Reply #17 on: July 25, 2009, 08:07:44 AM »
maybe you have to run the "modelpropertyeditor.reg" before you can run the exe the first time.

Offline King Class Scout

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Re: "faking" torpedoes
« Reply #18 on: July 25, 2009, 10:48:37 AM »
sorry, guys, still BSOD's the minute I load a script, and auto-closes.

I'm runnin XP SP3, Spybot,spyware blaster, AVG , ccleaner, and Adaware.  my mother shares the comp, and EVERYTHING she looks at has some sort of adware tacked onto it.  i have continuous trouble with cookies slowing my comp down and interfering with the net connection.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline ACES_HIGH

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Re: "faking" torpedoes
« Reply #19 on: July 27, 2009, 10:27:05 PM »
hold on a sec, you mean that you edited the HP in MPE, then tried to load it in BC and it BSODed?
did it work before? is there anything else you changed?