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"faking" torpedoes
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Topic: "faking" torpedoes (Read 3087 times)
El
Master Hardpointer
Retired Administrator
Posts: 653
Cookies: 123
Former Vice Admin
Re: "faking" torpedoes
«
Reply #20 on:
July 28, 2009, 07:37:00 AM »
Make sure you are opening a HP script, not a ship plugin script.
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King Class Scout
Posts: 1775
Cookies: 893
the other half of SFRD
Re: "faking" torpedoes
«
Reply #21 on:
July 28, 2009, 08:54:14 AM »
been having to kill a lot of cookies lately. my anti-spy programs have been working over time. i've also stated that anti-spys have been taking chunks out of everything (grr)
btw, if I've loaded a model and change the window size, i suddenly get a blank white model (and can't locate anything). it that normal? i have the same problem with Nifskope.
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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
Kirk
Posts: 1438
Cookies: 139
Re: "faking" torpedoes
«
Reply #22 on:
July 28, 2009, 10:03:23 AM »
Yeah, it's normal, unfortunately.
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King Class Scout
Posts: 1775
Cookies: 893
the other half of SFRD
Re: "faking" torpedoes
«
Reply #23 on:
July 28, 2009, 04:22:39 PM »
Aces: no, I mean it BSed the MPE itself before I did anything.
i've got it settled, but the only thing it brings up once I've got a hardpoint in is the ship's polygons, rather than bring up an editor even for the existing weapon, etc properties.
Logged
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
ACES_HIGH
BCC Roleplay Game Narrator
Moderator
Posts: 1678
Cookies: 54
while(!(succeed=try()));
Re: "faking" torpedoes
«
Reply #24 on:
August 01, 2009, 11:32:01 PM »
Which version of the SDK did you install? there's an installer version, or a non installer version, the installer one doesn't work. the other option is that it isn't set correctly. can you post a picture of the options screen?
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King Class Scout
Posts: 1775
Cookies: 893
the other half of SFRD
Re: "faking" torpedoes
«
Reply #25 on:
August 02, 2009, 07:25:10 AM »
your a little late, Aces. i went over all the paperwork, and am slowly figuring it out. the one thing they don't tell you right away is that you have to open a
compiled
version of the hardpoint script to bring up the stuff you can adjust, PLUS you have to go to the Sceneroot tag to get the list.
Logged
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
MLeo
Retired Staff
Posts: 3636
Cookies: 833
Software Simian
Re: "faking" torpedoes
«
Reply #26 on:
August 02, 2009, 09:05:26 AM »
Both pyc and py files can be opend in MPE, the py files are the default.
Logged
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.
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"faking" torpedoes