Author Topic: Scripting Help  (Read 6842 times)

Offline Defiant

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Re: Scripting Help
« Reply #20 on: March 14, 2007, 10:27:34 AM »
Not sure, but I don't thing the PD script has been related to the topic.

Offline MLeo

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Re: Scripting Help
« Reply #21 on: March 14, 2007, 10:30:51 AM »
Not sure, but I don't thing the PD script has been related to the topic.
Not sure myself, but I feel it was roughly a year when someone mentions PD before a PD script appeard.
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.

Offline BES

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Re: Scripting Help
« Reply #22 on: March 19, 2007, 11:07:23 AM »
A "better AI" was for the collisions...example:

I need my ships to fire REAL torpedos and missiles,like the current day missiles/scud etc, but a model doesnt work in the torpedo creation in BC. Currently im using a modified BC torpedo with a disruptor,if anyone downloaded my beta Wing Commander mod you would know what I mean..

So I was told there was a collision AI, but I could not get it to work with my mine(also part of the Wing Commander mod),so I dont know how to get it to work with my torpedo/missiles....

when I tried it I launched the mine from the shuttle framework with the collision AI,but it just sat there and did nothing, its most likely something simple...

I gave up on this a while ago when I was asking people on BCU about this,but its one of the things that will make my mod waaay better if I can get it to work with your help.

If you guys even knew how much im doing currently you wouldnt even give me trouble about this,but ill give ya a hint: Im getting pressure from the Wing Commander community because they want this mod,and I only have 3 models done out of 200+ ships,stations,transports,moons,planets,astriods etc, Im also running into problems FINDING the old ships and going through the very rough task of extracting and converting models from the original game,converting sounds,getting screenshots, also im having trouble duplicating the same tech that was being used in Wing Commander with Bridge Commander due to my limited python skills, on top of that since im home most of the day I must watch my 2 kids AT the same time as trying to do this,im also in College,my wife is deploying soon and I only get 4hours sleep a nite.

Im not going to give up this mod just because of all that or because most of the BC community doesnt want my mod to happen,but it will take alot longer to finish if I keep running into people that will not help me with scripting..I believe I have more things on my plate than most people and im still helping others in the process(like R2D2 with his Xindi ship).

So forgive me if I want an instant answer with stuff,it is how I learn and also because I dont have time atm to learn something else..so the fastest way is visual...but at least im willing to try if someone gives me the limited time I need to try.

Offline El

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Re: Scripting Help
« Reply #23 on: March 20, 2007, 09:05:44 AM »
I gave up on this a while ago when I was asking people on BCU about this,but its one of the things that will make my mod waaay better if I can get it to work with your help.

If you guys even knew how much im doing currently you wouldnt even give me trouble about this,but ill give ya a hint: Im getting pressure from the Wing Commander community because they want this mod,and I only have 3 models done out of 200+ ships,stations,transports,moons,planets,astriods etc, Im also running into problems FINDING the old ships and going through the very rough task of extracting and converting models from the original game,converting sounds,getting screenshots, also im having trouble duplicating the same tech that was being used in Wing Commander with Bridge Commander due to my limited python skills, on top of that since im home most of the day I must watch my 2 kids AT the same time as trying to do this,im also in College,my wife is deploying soon and I only get 4hours sleep a nite.

Im not going to give up this mod just because of all that or because most of the BC community doesnt want my mod to happen,but it will take alot longer to finish if I keep running into people that will not help me with scripting..I believe I have more things on my plate than most people and im still helping others in the process(like R2D2 with his Xindi ship).

So forgive me if I want an instant answer with stuff,it is how I learn and also because I dont have time atm to learn something else..so the fastest way is visual...but at least im willing to try if someone gives me the limited time I need to try.

Ok, please stop with the sympathy vote. You have no idea what the rest of us have on work wise. So don't play the victim.
If its your project and you have taken all the work on yourself, you have only yourself to blame.
Stage your work. Get the basics done first, then add the fancy stuff.

I assume by collisioin AI you are referring to the Dom Ram AI that Defiant made?
It works fine, make sure you have all the needed files, then adjust the HP of the missile etc so it behaves like a missile.

Please keep your posts specific and relevent, we don't need half a page of whinging with every question.

Offline Defiant

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Re: Scripting Help
« Reply #24 on: March 22, 2007, 02:45:47 AM »
The mines are probably missing an impulse drive.

Offline BES

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Re: Scripting Help
« Reply #25 on: March 22, 2007, 10:26:11 AM »
Im not very up to speed on assigning the collision AI to a new model with with a ship.py and a hardpoint.py, I think that was the problem...

the new mine would launch,then just sit there,damaging my ship if i was too close..It had all subsystems needed for operation,including impulse.