Author Topic: played around a little and got a question...  (Read 8010 times)

Offline NX-73811

  • Posts: 32
  • Cookies: 0
played around a little and got a question...
« on: March 13, 2010, 09:15:49 AM »
i played around a little with Ship Hardpoints useing MPE and now every time i load quickbattle i get this:
Code: [Select]
TG Python Exception Debug Console.
Type 'resume' to keep running, or 'abort' to kill process.

Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Updating FoundationMenu.ShipMenuBuilderDef
Updating FoundationMenu.ShipMenuBuilderDef V2
Repairing ship description outputs...
Foundation Tech loaded
Galaxy Charts v1.5 is online
Gravity FX has been loaded.
BridgeFX Enabled...
CameraFX Enabled...
ExplosionFX Enabled...
SpecialFX Enabled...
WarpFX Enabled...
Slipstream Drive 20070905 Initializing...
DS9FX Initializing...
Custom.ScotchyMaelstrom.ScotchyCampaign
AttributeError: PreLoadAssets
added activation event for re-intergration sequence
ValueError: Empty module name
>>>
what can cause that?

Offline Morgan

  • Moderator
  • Posts: 1340
  • Cookies: 65535
Re: played around a little and got a question...
« Reply #1 on: March 13, 2010, 11:30:28 AM »
How did you edit the hardpoint? Notepad? BCUT? MPE?

Offline Dalek

  • Posts: 1529
  • Cookies: 206
Re: played around a little and got a question...
« Reply #2 on: March 13, 2010, 11:42:20 AM »
i played around a little with Ship Hardpoints useing MPE and now every time i load quickbattle i get this:

:)

How exactly did you edit the ships hardpoint NX?
"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 Morgan

  • Moderator
  • Posts: 1340
  • Cookies: 65535
Re: played around a little and got a question...
« Reply #3 on: March 13, 2010, 12:48:51 PM »
i played around a little with Ship Hardpoints useing MPE and now every time i load quickbattle i get this:

:)

How exactly did you edit the ships hardpoint NX?
Well excuse me for answering that post before I got some caffeine in my system  :funny

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #4 on: March 13, 2010, 12:56:49 PM »
well all in all i did just 3 things with the hardpoint (how is described aswell^^):

1. tryed to add an rapid quantum torpedo launcher as in sovereign class, for this i added one phaser subsystem and changed values to the of the sovereigns subsystem (i edited an Intimidator, so values should be at least nearly same) and i added an pulse susytem for the actual fireing so "rapid launcher" and "rapid torpedo launcher" = "Torpedo Tube" and "Torpedo Tubes" to name clear what i mean.

2. I added one Hull Subsystem "Slipstream Drive 1" picked the location for it (deflector) and entered the values i got, just for 2D i used random X,Y coords

3. I added another Hull Subsystem "Ablative Armour" radius 3 (to have it around the ship until destroyed) a number of hit points (40k i believe) and again i piced locataion in 3D coords and used a random number at 2D

Offline Dalek

  • Posts: 1529
  • Cookies: 206
Re: played around a little and got a question...
« Reply #5 on: March 13, 2010, 01:01:35 PM »
Does this ship already have a Phaser or Pulse Subsystem?
"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 NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #6 on: March 13, 2010, 01:09:19 PM »
before it already had "phaser arrays" so such an subsystem for all the phasers but no pulse fireing subsystem

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: played around a little and got a question...
« Reply #7 on: March 15, 2010, 08:43:25 AM »
Can you post the HP file? Its probably easier to look at that directly.

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #8 on: March 15, 2010, 09:36:42 AM »
sure no problem here it is

Offline KrrKs

  • Posts: 461
  • Cookies: 25
Re: played around a little and got a question...
« Reply #9 on: March 15, 2010, 11:28:58 AM »
There are two main Weapon Propertys set to pulse. One is called "Rapid Launcher", the other is called "Torpedo Rapid Launcher". AFAIK you only need on of those.

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: played around a little and got a question...
« Reply #10 on: March 15, 2010, 12:01:49 PM »
You seems to have two weapon systems 'Torpedo Rapid Launcher' for your quantums. You can only have one pulse weapon system per ship. However you need one weapon subsystem for each quantum you want to launch from the launcher.

Also check you projectile path and name, make sure you haven't made any typos and that the projectile file exists.

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #11 on: March 15, 2010, 03:10:17 PM »
ah thanks i forgot deleting doubled templetes in local list that screwed it up. thanks again
EDIT: Another question, waht could cause my rapid launcher to not work? i don't even see it in tactical display

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: played around a little and got a question...
« Reply #12 on: March 16, 2010, 08:39:01 AM »
What do you mean by not see it? Do you mean the tactical icons or the weapons control (Torp layout/phaser power)
Remember its a pulse system so will not show up in the latter.
If its the former you will need to get a tactical icon editor to position it correctly.

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #13 on: March 20, 2010, 04:59:38 PM »
well actually i meant when pressing the button for firering disrupters so pulse weapons, nothing happens. i have corrected the tactical display positions but it does not show up there

Offline deadthunder2_0

  • Posts: 1181
  • Cookies: 39
  • Tech, Nonstop, General- Modders Of Steel
    • Modders of Steel Home page
Re: played around a little and got a question...
« Reply #14 on: March 21, 2010, 01:15:41 PM »
I also seem to get the same problem every so often, like 75% of the time
Support the Post TNG Ship Pack

Tech, Nonstop, General- Modders Of Steel,
We are the Modders that take everything to the next level, We are the Modders of Steel

Offline Dalek

  • Posts: 1529
  • Cookies: 206
Re: played around a little and got a question...
« Reply #15 on: March 21, 2010, 01:19:04 PM »
When a disruptor/pulse weapon doesn't fire in BC, it usually means that the pulse system is not pointing at the projectile script or there is an error in the path.
"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 JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: played around a little and got a question...
« Reply #16 on: March 21, 2010, 01:51:59 PM »
also (i could be wrong here, but) - look for something in the hps SetDumbfire (i think) for each weapon...  if its labeled 1, and not aimed directly, it will not fire...  changing the value to 0 will let it fire even if not directly aimed...
im not sure if this is proper advice, just something i thought of quickly...

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #17 on: March 21, 2010, 03:38:25 PM »
i did now delete both pulse system and "tube" and imported both from the KM Sovereign Hardpoint (where an pulse qunatum launcher is used) and i still have the same problem, is there somthing wrong with the weapon IDs maybe?

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: played around a little and got a question...
« Reply #18 on: March 22, 2010, 08:48:48 AM »
Have you checked the Dumbfire attribute Jimmy mentiioned? Does it fire if you let the computer do the fighting.
If it fires when the computer is in control, check you are using G to fire in manual.
If it doesn't fire, check your weapon ID's match those of other forward facing weapons, and that the 'direction' is set forward on the Y axis.

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #19 on: March 22, 2010, 02:34:27 PM »
i checked everything, Torps IDs are most 5 a very few 6 and group is 5 so i edited the launcher to have ID 5 and group 5. aslo as i said it is bit for bit the same as the launcher in the KM Sovereign Hardpoint, which works fine (exept the pos in tactical weapons display of course)