Bridge Commander Central
BC Forums => BC Scripting => Topic started by: Voyager16 on July 28, 2008, 09:15:22 AM
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Right, I'm porting a ship from Legacy to BC.
For my first attempt, everything went fine.
But now the scripting part gets lame.
I get BSOD at start-up, (added pic of console)
I think the answer is simple, but I cant find the solution..
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You have typed
Foundation.ShipDef.'MiniOps.desc = 'USS MiniOps - MiniOps Class'
Take that quote (') from the name of your shipdef variable.
It should be like this:
Foundation.ShipDef.MiniOps.desc = 'USS MiniOps - MiniOps Class'
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Thanks, sorry for this, but sometimes I just cant see the smallest thing..
it worked now, but it's crashing ingame.
Believe it has to do with MPE, I'll post later if I cant figure it out.
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It usually is something tiny with Python, I'm learning. :) Though I've never heard of this "MiniOps" class, that's probably because I'm not a fan of Legacy. Are you planning on releasing this? Or is this just a personal mod?
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From a python perspective, BC is quite sturdy, generally speaking only projectiles can "crash" BC, but most of the tiny errors result in a black screen.
Otherwise it isn't a "tiny" error, but a big API missinterpretation (which isn't anyones fault in this case). ;)
So, the question is, is it crashing on a projectile firing, or does the hp not select the "scene root" node, or didn't you include viewpoints (forgot the name)?
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Well after a close look in MPE, I noticed all the ship systems were gone.
So, I picked a new HP from bc-files, and Is is working ingame.
2more problems showed up;
- it's one glowing ship (familliar with that -> forgot Alpha layers)
- Even for a Nebula class with 5 naccles, it should not be bigger than a Borg Cube lol!
But thats more for BC modding I believe.
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Right I was porting another ship,
And wanted to give it "engine overload"
I started game, and got BSOD. I looked at Console, and was like :shock:. Because I cant get a clue.
I removed Engine Overload, but it still happens.
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Please put up the ship def file you were working on.
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I put up the entire script folder.
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This ought to do it.
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Thanks, I got it ingame now.
now I need to figure out, how to let the phasers fire from the ship instead od 10km of the port nacelleXD
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Don't forget to set the scale in MPE, to something like 0.01 if memory serves me right.
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Yup 0.01. But it has that scale. So I'm stuck for the moment.
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You better ask a real hper.
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Right, I need some help here.
- The ship I ported from Legacy, has the size of 2borg cubes. (and it's a Nebula class)...
When Looking at MPE, it says model scale 0.01. That is good, but it still is huge ingame.
-I have modded an other vessel, but when playing, you see the lights (the red and green lights etc) next to the ship.
If I fire a phaser, the same thing happens, 10km of the naccle or something. and when fireing a torpedo, you see
the launch glow, also next to the ship.
How can I fix this?
I wanted to look at the MPE thread at BCU, but the forums are down apperntly..
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Well, scaling in MPE will only affect hardpoint placements, not model size.
You will have to re-export the ship after the proper scaling.