Author Topic: Question about pulse weapons  (Read 2276 times)

Offline moed

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Question about pulse weapons
« on: November 07, 2010, 05:22:13 PM »
I was playing with Zombie Zan's Wraith fighter the other day, (haven't played with that ship in a long while) and I don't know how I never noticed this before but when the pulse weapons fire there are supposed to fire from the wingtips and yet when I actually see them shoot out they are emerging from the center of the ship.

How can I place the pulses to fire from each wingtip in the HP? Also,how do I resize the  pulses?

Thanks

Offline King Class Scout

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Re: Question about pulse weapons
« Reply #1 on: November 07, 2010, 06:14:35 PM »
I've been noticing, lately, that even if you have a percision point for pulses, they'll appear to come out of somewhere else.  it's more noticeable with smaller ship models

use the MPE to double check where exactly the pulses are set to emerge from.  this will be the point of a pyramid in the model viewer

the physical size of the pulses is determined in the Pulse's Projectile script itself
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Offline moed

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Re: Question about pulse weapons
« Reply #2 on: November 08, 2010, 12:32:37 AM »
I've been noticing, lately, that even if you have a percision point for pulses, they'll appear to come out of somewhere else.  it's more noticeable with smaller ship models

use the MPE to double check where exactly the pulses are set to emerge from.  this will be the point of a pyramid in the model viewer

the physical size of the pulses is determined in the Pulse's Projectile script itself

Thanks KCS. But I never use MPE... too buggy. I just modify HP's the slow way... notepad. I noticed that the position of the pulses on the Wraith (in the HP) are what seem "correct" in that they're supposed to fire from the wingtips and yet, they still emerge from the middle of the ship??

I know that the size of the pulses is in the pulse's projectile script but where exactly is it in the script and what does it look like so that I can change the size... in other words, if someone can provide an example of how to do it, it would be most helpful.

Offline King Class Scout

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Re: Question about pulse weapons
« Reply #3 on: November 08, 2010, 06:49:52 AM »
i believe the definiton settings for a disruptor blast are here

Code: [Select]
def Create(pTorp):

kOuterShellColor = App.TGColorA()
kOuterShellColor.SetRGBA(0.172549, 0.172549, 1.000000, 1.000000)
kOuterCoreColor = App.TGColorA()
kOuterCoreColor.SetRGBA(0.639216, 0.639216, 1.000000, 1.000000)
pTorp.CreateDisruptorModel(kOuterShellColor,kOuterCoreColor, 11, 0.6)

this is from the Card Hybrid, which fires the oversized slow pulse.

11, 0.6

bold i believe is the physical size of the shot
Italic is, i believe the core scale

try playing with these two numbers to shrink the size of the pulse itself to make tit  look like it's coming from the wingtip instead of the middle of the wing.

note:try using the MPE only to make sure of your positioning on the model.  i use it similarly to redo weapon and Damage Icon's item placements.
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Offline moed

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Re: Question about pulse weapons
« Reply #4 on: November 08, 2010, 01:51:41 PM »
Thanks KCS, I'll take a look at those parameters.


Offline tiqhud

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Re: Question about pulse weapons
« Reply #5 on: November 08, 2010, 03:55:35 PM »
Do give MPE another chance, it does make the positioning of weapons easier, and you Are goin to need to position the pulse into the mesh.

Where the point of the pyrmid is on the mesh-texture , you are going to need to see if that point is on the mesh-texture, if so You Will have to Manually adjust the X or Y coordinate [usually the Y] into the mesh-texture.
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Offline Jb06

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Re: Question about pulse weapons
« Reply #6 on: November 08, 2010, 06:14:58 PM »
This error is mostly down to I think the mesh itself since lint and I had some issues with his brel.

Have fun though.

~Jb

Offline moed

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Re: Question about pulse weapons
« Reply #7 on: November 09, 2010, 04:30:27 PM »
Another interesting thing I noticed is when I fire the pulses, I notice that the NanoFX flashes originate from the correct locations (the wing tips) and yet, the pulses themselves come from the middle of the ship? I believe (unless I'm wrong) this would indicate that the general XYZ positions of the pulses in the HP are correct??

I haven't had a chance to play BC for a few days as work has been busy but in a day or 2 I will try out some of the advice you've all given... thanks all!

Offline moed

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Re: Question about pulse weapons
« Reply #8 on: November 15, 2010, 01:44:03 AM »
I was wondering if anyone can provide me with the .py HP for Zombie Zan's Wraith Fighter. ZZ was famous for making .pyc's but not providing the .py's... and I obviously just have the .pyc

If anyone has this it would be much appreciated.

Offline King Class Scout

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Re: Question about pulse weapons
« Reply #9 on: November 15, 2010, 06:39:06 AM »
usually, no.  i've run into several modders who refuse to provide an uncoded python script, probably from fear of "theft".  last time that happened in a community I was in, about 50% of the creators just packed up, deleted everything, and disappeared.  the guy that did it was finally brought up on charges.

unless there's someone here who knows ZZ or has a Python decompiler, you might have a hard time.
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Offline JimmyB76

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Re: Question about pulse weapons
« Reply #10 on: November 15, 2010, 07:46:54 AM »
python decompiler is virtually impossible to find...
Zambie Zan has been known to let one or two people have a py file for certain things, i would get in touch with him and just ask for it...

Offline deadthunder2_0

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Re: Question about pulse weapons
« Reply #11 on: November 15, 2010, 09:17:47 PM »
open the .pyc in mpe, then save it as a .py, not very hard really
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Offline moed

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Re: Question about pulse weapons
« Reply #12 on: November 15, 2010, 10:58:35 PM »
Yeah, ZZ has actually supplied me with .py's of his in the past but I haven't seen him in a long time. I'll check out Demon Renegade and see if I can get it from him.

BTW I made a mistake, I don't need the .py for the HP, I just need the .py for the Wraith Fighter's pulse weapon. For some reason, ZZ supplied the HP .py - but not the one for the pulses.

So, if I can't get a hold of ZZ... if someone does happen to have the pulse .py, that would be awesome!

Thanks  :)

Offline JimmyB76

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Re: Question about pulse weapons
« Reply #13 on: November 16, 2010, 07:38:06 AM »
open the .pyc in mpe, then save it as a .py, not very hard really
that doesnt work with projectiles...

Offline deadthunder2_0

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Re: Question about pulse weapons
« Reply #14 on: November 16, 2010, 08:52:22 PM »
yea, but someone will hopefully make a projectile editor, that will
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