Author Topic: Jsut a Quick Question : Damage Indicator on hardpoint.py  (Read 1615 times)

Offline NatsuKagura

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Jsut a Quick Question : Damage Indicator on hardpoint.py
« on: January 21, 2011, 10:51:20 PM »
hi Guys, since two weeks ago I have been wondering about it:
-The subsystem damage indicator on the tactical display.  :lostit:

I have tried to modify weapons hardpoint via Tactical Display Editor (TDE), but for some reason even after I edited & recompile the HP, it crash during the game. :banghead: So I copy & replace the Icon & indicator, one by one, to my original Hardpoint.py & it's work. :D

Then I try to edit her damage indicator for each of her subsystem, it's okay until I finished editing it with TDE.
However, when I try to copy & paste it to my original Hardpoint.py ,I can't found the script line for the damaged subsystem icon on the hardpoint.py. :lostit:
Could anybody point me out, which is the line on the hardpoint.py to modify the damage indicator icon for each subsystem?  :bow:

Thanks guys....  :thumbsup:  
Squad 17 Gotei 14! U.S.S.NatsuKagura , Reporting for duty SSSIIIIIRRRR...........!!!!

Offline Mario

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #1 on: January 22, 2011, 11:01:50 AM »
Try using this program it's a replacement for TDE and doesn't require you to decompyle or recompyle hps only load and save changes.
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Offline Bones

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #2 on: January 22, 2011, 04:24:28 PM »
everytime you paste modified .py file into ANY scripts subfolder make sure you deleted it's .pyc version ;)

Offline Mario

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #3 on: January 22, 2011, 04:48:30 PM »
everytime you paste modified .py file into ANY scripts subfolder make sure you deleted it's .pyc version ;)

Why?
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Offline Nebula

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #4 on: January 22, 2011, 04:57:51 PM »
BC has a habit at least that I noticed that it still uses the pyc even though a new py is there. (this isn't related to OS)
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Offline Mario

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #5 on: January 22, 2011, 05:07:18 PM »
BC has a habit at least that I noticed that it still uses the pyc even though a new py is there. (this isn't related to OS)

I'm aware that people believe this and was expecting such a reply, but I decided to wait and see.

No, the observation is wrong. BC will compile py into pyc when it's required with or without an existing pyc.
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Offline NatsuKagura

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #6 on: January 24, 2011, 08:54:36 AM »
Thanks Sovy, Bones, Nebula..... :D :D :D
wow, that's different with the one I used... thank you Sovy.... :thumbsup: cookies...  nyam...nyam...
Now I can make the damage icon properly.... ;) ....



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Offline Bones

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #7 on: January 24, 2011, 09:52:39 AM »
I'm aware that people believe this and was expecting such a reply, but I decided to wait and see.

No, the observation is wrong. BC will compile py into pyc when it's required with or without an existing pyc.

oh, I always thought old .pyc were getting in the way of new .py, had a situation while rehardpointing a ship when BC crashed due to having old pyc and modified py, at least I guess that was the problem because when I dumped .pyc everything worked properly :idk:

Offline Nebula

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #8 on: January 24, 2011, 10:55:24 AM »
Quote
No, the observation is wrong. BC will compile py into pyc when it's required with or without an existing pyc.

rly? wow then!

but then what's with hp files still showing characteristics of the old hp when one replaces the py without deleting the pyc?

this is what's confusing me here.
Canon is what people argue exists on ships that don't exist.

Offline JimmyB76

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #9 on: January 24, 2011, 11:33:28 AM »
in the past a few times i did notice what neb is describing, where i would alter a py and not notice the new changes ingame until i exit bc and delete the pyc...  then the changes i did make would occur...
tho for me, it wasnt hp pycs...  in fact, i never delete hp pycs and always notice the new changes...  it was other scripts, tho i cant recall exactly which ones and when... and, it seemed a very rare event for me (literally only a few times in all the years) as i usually never bother deleting pycs; tho i do advise to others that it be a good habit to get into...

Offline Mario

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #10 on: January 24, 2011, 01:42:30 PM »
If someone edits scripts while the game is still active this requires you to reload the scripts which are currently loaded, for the changes to be reflected. Otherwise you will not have problems; if you Exit BC, edit scripts and re-enter the game. This is what I recommend. BC will also not compile scripts if there is an error in the py file.

In 9 years since I've had BC I've never observed the behavior you're describing and I've never deleted a single pyc, unless I wanted to get rid of a mod that is.

BC might have problems if you supply only pyc's to it as was sometimes case, so it's recommended to supply py's instead.
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Offline Nebula

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #11 on: January 24, 2011, 01:47:06 PM »
I never edit or replace scripts while BC is running.
Canon is what people argue exists on ships that don't exist.

Offline Mario

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Re: Jsut a Quick Question : Damage Indicator on hardpoint.py
« Reply #12 on: January 24, 2011, 01:55:35 PM »
BC will also not compile scripts if there is an error in the py file. Mixed with other script error.
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