Bridge Commander Central

BC Forums => BC Modding => Topic started by: Kirk on August 16, 2008, 10:44:28 PM

Title: Hardpointing Problems (Solved, for now)
Post by: Kirk on August 16, 2008, 10:44:28 PM
I am trying to  conform the stock shuttle hp to Halo's pelican, however, I am being baffled with a strange error. All of my systems in MPE are quite far away from the ship, but in BC they are placed correctly. I can't figure out why this is happening.

Edit: I started from scratch

Edit2: More woes. My "phaser" property is not working. Code attached.

Code: [Select]
# C:\Games\Bridge Commander\Halo\scripts\ships\Hardpoints\Pelican.py
# This file was automatically generated - modify at your own risk.
#

import App
import GlobalPropertyTemplates
# Setting up local templates.
#################################################
Pelican = App.ShipProperty_Create("Pelican")

Pelican.SetGenus(1)
Pelican.SetSpecies(107)
Pelican.SetMass(100.000000)
Pelican.SetRotationalInertia(100.000000)
Pelican.SetShipName("Pelican")
Pelican.SetModelFilename("data/Models/Ships/Pelican.nif")
Pelican.SetDamageResolution(1.000000)
Pelican.SetAffiliation(0)
Pelican.SetStationary(0)
Pelican.SetAIString("FedAttack")
Pelican.SetDeathExplosionSound("g_lsDeathExplosions")
App.g_kModelPropertyManager.RegisterLocalTemplate(Pelican)
#################################################
ThrusterControl = App.ImpulseEngineProperty_Create("Thruster Control")

ThrusterControl.SetMaxCondition(200.000000)
ThrusterControl.SetCritical(0)
ThrusterControl.SetTargetable(1)
ThrusterControl.SetPrimary(1)
ThrusterControl.SetPosition(-0.640000, -19.299999, -37.799999)
ThrusterControl.SetPosition2D(0.000000, 0.000000)
ThrusterControl.SetRepairComplexity(1.000000)
ThrusterControl.SetDisabledPercentage(0.500000)
ThrusterControl.SetRadius(0.250000)
ThrusterControl.SetNormalPowerPerSecond(1.000000)
ThrusterControl.SetMaxAccel(10.000000)
ThrusterControl.SetMaxAngularAccel(0.100000)
ThrusterControl.SetMaxAngularVelocity(0.250000)
ThrusterControl.SetMaxSpeed(25.000000)
ThrusterControl.SetEngineSound("")
App.g_kModelPropertyManager.RegisterLocalTemplate(ThrusterControl)
#################################################
ThrustNacelle1 = App.EngineProperty_Create("Thrust Nacelle 1")

ThrustNacelle1.SetMaxCondition(200.000000)
ThrustNacelle1.SetCritical(0)
ThrustNacelle1.SetTargetable(1)
ThrustNacelle1.SetPrimary(1)
ThrustNacelle1.SetPosition(-2.600000, -22.000000, -37.000000)
ThrustNacelle1.SetPosition2D(0.000000, 0.000000)
ThrustNacelle1.SetRepairComplexity(1.000000)
ThrustNacelle1.SetDisabledPercentage(0.500000)
ThrustNacelle1.SetRadius(0.250000)
ThrustNacelle1.SetEngineType(ThrustNacelle1.EP_IMPULSE)
App.g_kModelPropertyManager.RegisterLocalTemplate(ThrustNacelle1)
#################################################
ThrustNacelle2 = App.EngineProperty_Create("Thrust Nacelle 2")

ThrustNacelle2.SetMaxCondition(200.000000)
ThrustNacelle2.SetCritical(0)
ThrustNacelle2.SetTargetable(1)
ThrustNacelle2.SetPrimary(1)
ThrustNacelle2.SetPosition(1.280000, -22.000000, -37.000000)
ThrustNacelle2.SetPosition2D(0.000000, 0.000000)
ThrustNacelle2.SetRepairComplexity(1.000000)
ThrustNacelle2.SetDisabledPercentage(0.500000)
ThrustNacelle2.SetRadius(0.250000)
ThrustNacelle2.SetEngineType(ThrustNacelle2.EP_IMPULSE)
App.g_kModelPropertyManager.RegisterLocalTemplate(ThrustNacelle2)
#################################################
ThrustNacelle3 = App.EngineProperty_Create("Thrust Nacelle 3")

ThrustNacelle3.SetMaxCondition(200.000000)
ThrustNacelle3.SetCritical(0)
ThrustNacelle3.SetTargetable(1)
ThrustNacelle3.SetPrimary(1)
ThrustNacelle3.SetPosition(-1.800000, -27.700001, -35.799999)
ThrustNacelle3.SetPosition2D(0.000000, 0.000000)
ThrustNacelle3.SetRepairComplexity(1.000000)
ThrustNacelle3.SetDisabledPercentage(0.500000)
ThrustNacelle3.SetRadius(0.250000)
ThrustNacelle3.SetEngineType(ThrustNacelle3.EP_IMPULSE)
App.g_kModelPropertyManager.RegisterLocalTemplate(ThrustNacelle3)
#################################################
ThrustNacelle4 = App.EngineProperty_Create("Thrust Nacelle 4")

ThrustNacelle4.SetMaxCondition(200.000000)
ThrustNacelle4.SetCritical(0)
ThrustNacelle4.SetTargetable(1)
ThrustNacelle4.SetPrimary(1)
ThrustNacelle4.SetPosition(0.500000, -27.700001, -35.799999)
ThrustNacelle4.SetPosition2D(0.000000, 0.000000)
ThrustNacelle4.SetRepairComplexity(1.000000)
ThrustNacelle4.SetDisabledPercentage(0.500000)
ThrustNacelle4.SetRadius(0.250000)
ThrustNacelle4.SetEngineType(ThrustNacelle4.EP_IMPULSE)
App.g_kModelPropertyManager.RegisterLocalTemplate(ThrustNacelle4)
#################################################
MotionTracker = App.SensorProperty_Create("Motion Tracker")

MotionTracker.SetMaxCondition(200.000000)
MotionTracker.SetCritical(0)
MotionTracker.SetTargetable(1)
MotionTracker.SetPrimary(1)
MotionTracker.SetPosition(-0.640000, -21.000000, -36.599998)
MotionTracker.SetPosition2D(0.000000, 0.000000)
MotionTracker.SetRepairComplexity(1.000000)
MotionTracker.SetDisabledPercentage(0.500000)
MotionTracker.SetRadius(0.250000)
MotionTracker.SetNormalPowerPerSecond(1.000000)
MotionTracker.SetBaseSensorRange(1000.000000)
MotionTracker.SetMaxProbes(10)
App.g_kModelPropertyManager.RegisterLocalTemplate(MotionTracker)
#################################################
ArmorEnhancer = App.ShieldProperty_Create("Armor Enhancer")

ArmorEnhancer.SetMaxCondition(200.000000)
ArmorEnhancer.SetCritical(0)
ArmorEnhancer.SetTargetable(1)
ArmorEnhancer.SetPrimary(1)
ArmorEnhancer.SetPosition(-0.640000, -21.000000, -38.000000)
ArmorEnhancer.SetPosition2D(0.000000, 0.000000)
ArmorEnhancer.SetRepairComplexity(1.000000)
ArmorEnhancer.SetDisabledPercentage(0.500000)
ArmorEnhancer.SetRadius(0.250000)
ArmorEnhancer.SetNormalPowerPerSecond(1.000000)
ArmorEnhancerShieldGlowColor = App.TGColorA()
ArmorEnhancerShieldGlowColor.SetRGBA(0.003922, 0.003922, 0.003922, 0.000000)
ArmorEnhancer.SetShieldGlowColor(ArmorEnhancerShieldGlowColor)
ArmorEnhancer.SetShieldGlowDecay(1.000000)
ArmorEnhancer.SetMaxShields(ArmorEnhancer.FRONT_SHIELDS, 1000.000000)
ArmorEnhancer.SetMaxShields(ArmorEnhancer.REAR_SHIELDS, 1000.000000)
ArmorEnhancer.SetMaxShields(ArmorEnhancer.TOP_SHIELDS, 1000.000000)
ArmorEnhancer.SetMaxShields(ArmorEnhancer.BOTTOM_SHIELDS, 1000.000000)
ArmorEnhancer.SetMaxShields(ArmorEnhancer.LEFT_SHIELDS, 1000.000000)
ArmorEnhancer.SetMaxShields(ArmorEnhancer.RIGHT_SHIELDS, 1000.000000)
ArmorEnhancer.SetShieldChargePerSecond(ArmorEnhancer.FRONT_SHIELDS, 1.000000)
ArmorEnhancer.SetShieldChargePerSecond(ArmorEnhancer.REAR_SHIELDS, 1.000000)
ArmorEnhancer.SetShieldChargePerSecond(ArmorEnhancer.TOP_SHIELDS, 1.000000)
ArmorEnhancer.SetShieldChargePerSecond(ArmorEnhancer.BOTTOM_SHIELDS, 1.000000)
ArmorEnhancer.SetShieldChargePerSecond(ArmorEnhancer.LEFT_SHIELDS, 1.000000)
ArmorEnhancer.SetShieldChargePerSecond(ArmorEnhancer.RIGHT_SHIELDS, 1.000000)
App.g_kModelPropertyManager.RegisterLocalTemplate(ArmorEnhancer)
#################################################
FusionCell = App.PowerProperty_Create("Fusion Cell")

FusionCell.SetMaxCondition(200.000000)
FusionCell.SetCritical(0)
FusionCell.SetTargetable(1)
FusionCell.SetPrimary(1)
FusionCell.SetPosition(-0.640000, -21.000000, -38.099998)
FusionCell.SetPosition2D(0.000000, 0.000000)
FusionCell.SetRepairComplexity(1.000000)
FusionCell.SetDisabledPercentage(0.500000)
FusionCell.SetRadius(0.250000)
FusionCell.SetMainBatteryLimit(70000.000000)
FusionCell.SetBackupBatteryLimit(10000.000000)
FusionCell.SetMainConduitCapacity(400.000000)
FusionCell.SetBackupConduitCapacity(200.000000)
FusionCell.SetPowerOutput(100.000000)
App.g_kModelPropertyManager.RegisterLocalTemplate(FusionCell)
#################################################
Hull = App.HullProperty_Create("Hull")

Hull.SetMaxCondition(200.000000)
Hull.SetCritical(0)
Hull.SetTargetable(1)
Hull.SetPrimary(1)
Hull.SetPosition(-0.640000, -21.600000, -36.400002)
Hull.SetPosition2D(0.000000, 0.000000)
Hull.SetRepairComplexity(1.000000)
Hull.SetDisabledPercentage(0.500000)
Hull.SetRadius(0.250000)
App.g_kModelPropertyManager.RegisterLocalTemplate(Hull)
#################################################
ViewscreenForward = App.PositionOrientationProperty_Create("ViewscreenForward")

ViewscreenForwardForward = App.TGPoint3()
ViewscreenForwardForward.SetXYZ(0.000000, 1.000000, 0.000000)
ViewscreenForwardUp = App.TGPoint3()
ViewscreenForwardUp.SetXYZ(0.000000, 0.000000, 1.000000)
ViewscreenForwardRight = App.TGPoint3()
ViewscreenForwardRight.SetXYZ(1.000000, 0.000000, 0.000000)
ViewscreenForward.SetOrientation(ViewscreenForwardForward, ViewscreenForwardUp, ViewscreenForwardRight)
ViewscreenForwardPosition = App.TGPoint3()
ViewscreenForwardPosition.SetXYZ(-0.650000, -19.299999, -37.299999)
ViewscreenForward.SetPosition(ViewscreenForwardPosition)
App.g_kModelPropertyManager.RegisterLocalTemplate(ViewscreenForward)
#################################################
ViewscreenBack = App.PositionOrientationProperty_Create("ViewscreenBack")

ViewscreenBackForward = App.TGPoint3()
ViewscreenBackForward.SetXYZ(0.000000, -1.000000, 0.000000)
ViewscreenBackUp = App.TGPoint3()
ViewscreenBackUp.SetXYZ(0.000000, 0.000000, 1.000000)
ViewscreenBackRight = App.TGPoint3()
ViewscreenBackRight.SetXYZ(-1.000000, 0.000000, 0.000000)
ViewscreenBack.SetOrientation(ViewscreenBackForward, ViewscreenBackUp, ViewscreenBackRight)
ViewscreenBackPosition = App.TGPoint3()
ViewscreenBackPosition.SetXYZ(-0.650000, -24.400000, -37.000000)
ViewscreenBack.SetPosition(ViewscreenBackPosition)
App.g_kModelPropertyManager.RegisterLocalTemplate(ViewscreenBack)
#################################################
ViewscreenUp = App.PositionOrientationProperty_Create("ViewscreenUp")

ViewscreenUpForward = App.TGPoint3()
ViewscreenUpForward.SetXYZ(0.000000, 0.251634, 0.967822)
ViewscreenUpUp = App.TGPoint3()
ViewscreenUpUp.SetXYZ(0.000000, -0.967822, 0.251634)
ViewscreenUpRight = App.TGPoint3()
ViewscreenUpRight.SetXYZ(1.000000, 0.000000, 0.000000)
ViewscreenUp.SetOrientation(ViewscreenUpForward, ViewscreenUpUp, ViewscreenUpRight)
ViewscreenUpPosition = App.TGPoint3()
ViewscreenUpPosition.SetXYZ(-0.650000, -22.000000, -36.090000)
ViewscreenUp.SetPosition(ViewscreenUpPosition)
App.g_kModelPropertyManager.RegisterLocalTemplate(ViewscreenUp)
#################################################
ViewscreenDown = App.PositionOrientationProperty_Create("ViewscreenDown")

ViewscreenDownForward = App.TGPoint3()
ViewscreenDownForward.SetXYZ(0.000000, 0.000000, -1.000000)
ViewscreenDownUp = App.TGPoint3()
ViewscreenDownUp.SetXYZ(0.000000, 1.000000, 0.000000)
ViewscreenDownRight = App.TGPoint3()
ViewscreenDownRight.SetXYZ(1.000000, 0.000000, 0.000000)
ViewscreenDown.SetOrientation(ViewscreenDownForward, ViewscreenDownUp, ViewscreenDownRight)
ViewscreenDownPosition = App.TGPoint3()
ViewscreenDownPosition.SetXYZ(-0.650000, -20.400000, -38.389999)
ViewscreenDown.SetPosition(ViewscreenDownPosition)
App.g_kModelPropertyManager.RegisterLocalTemplate(ViewscreenDown)
#################################################
ViewscreenLeft = App.PositionOrientationProperty_Create("ViewscreenLeft")

ViewscreenLeftForward = App.TGPoint3()
ViewscreenLeftForward.SetXYZ(-1.000000, 0.000000, 0.000000)
ViewscreenLeftUp = App.TGPoint3()
ViewscreenLeftUp.SetXYZ(0.000000, 0.242536, 0.970143)
ViewscreenLeftRight = App.TGPoint3()
ViewscreenLeftRight.SetXYZ(0.000000, 0.970143, -0.242536)
ViewscreenLeft.SetOrientation(ViewscreenLeftForward, ViewscreenLeftUp, ViewscreenLeftRight)
ViewscreenLeftPosition = App.TGPoint3()
ViewscreenLeftPosition.SetXYZ(-3.100000, -22.000000, -36.700001)
ViewscreenLeft.SetPosition(ViewscreenLeftPosition)
App.g_kModelPropertyManager.RegisterLocalTemplate(ViewscreenLeft)
#################################################
ViewscreenRight = App.PositionOrientationProperty_Create("ViewscreenRight")

ViewscreenRightForward = App.TGPoint3()
ViewscreenRightForward.SetXYZ(1.000000, 0.000000, 0.000000)
ViewscreenRightUp = App.TGPoint3()
ViewscreenRightUp.SetXYZ(0.000000, 0.242536, 0.970143)
ViewscreenRightRight = App.TGPoint3()
ViewscreenRightRight.SetXYZ(0.000000, -0.970143, 0.242536)
ViewscreenRight.SetOrientation(ViewscreenRightForward, ViewscreenRightUp, ViewscreenRightRight)
ViewscreenRightPosition = App.TGPoint3()
ViewscreenRightPosition.SetXYZ(1.800000, -22.000000, -36.700001)
ViewscreenRight.SetPosition(ViewscreenRightPosition)
App.g_kModelPropertyManager.RegisterLocalTemplate(ViewscreenRight)
#################################################
FirstPersonCamera = App.PositionOrientationProperty_Create("FirstPersonCamera")

FirstPersonCameraForward = App.TGPoint3()
FirstPersonCameraForward.SetXYZ(0.000000, 1.000000, 0.000000)
FirstPersonCameraUp = App.TGPoint3()
FirstPersonCameraUp.SetXYZ(0.000000, 0.000000, 1.000000)
FirstPersonCameraRight = App.TGPoint3()
FirstPersonCameraRight.SetXYZ(1.000000, 0.000000, 0.000000)
FirstPersonCamera.SetOrientation(FirstPersonCameraForward, FirstPersonCameraUp, FirstPersonCameraRight)
FirstPersonCameraPosition = App.TGPoint3()
FirstPersonCameraPosition.SetXYZ(-0.650000, -20.000000, -37.299999)
FirstPersonCamera.SetPosition(FirstPersonCameraPosition)
App.g_kModelPropertyManager.RegisterLocalTemplate(FirstPersonCamera)
#################################################
70mmChainGun = App.PhaserProperty_Create("70mm Chain Gun")

70mmChainGun.SetMaxCondition(200.000000)
70mmChainGun.SetCritical(0)
70mmChainGun.SetTargetable(1)
70mmChainGun.SetPrimary(1)
70mmChainGun.SetPosition(-0.650000, -19.200001, -38.270000)
70mmChainGun.SetPosition2D(0.000000, 0.000000)
70mmChainGun.SetRepairComplexity(1.000000)
70mmChainGun.SetDisabledPercentage(0.500000)
70mmChainGun.SetRadius(0.250000)
70mmChainGun.SetDumbfire(0)
70mmChainGun.SetWeaponID(0)
70mmChainGun.SetGroups(0)
70mmChainGun.SetDamageRadiusFactor(0.250000)
70mmChainGun.SetIconNum(0)
70mmChainGun.SetIconPositionX(0.000000)
70mmChainGun.SetIconPositionY(0.000000)
70mmChainGun.SetIconAboveShip(1)
70mmChainGun.SetFireSound("")
70mmChainGun.SetMaxCharge(5.000000)
70mmChainGun.SetMaxDamage(25.000000)
70mmChainGun.SetMaxDamageDistance(100.000000)
70mmChainGun.SetMinFiringCharge(3.000000)
70mmChainGun.SetNormalDischargeRate(1.000000)
70mmChainGun.SetRechargeRate(0.300000)
70mmChainGun.SetIndicatorIconNum(0)
70mmChainGun.SetIndicatorIconPositionX(0.000000)
70mmChainGun.SetIndicatorIconPositionY(0.000000)
70mmChainGunForward = App.TGPoint3()
70mmChainGunForward.SetXYZ(0.000000, 1.000000, 0.000000)
70mmChainGunUp = App.TGPoint3()
70mmChainGunUp.SetXYZ(0.000000, 0.000000, 1.000000)
70mmChainGun.SetOrientation(70mmChainGunForward, 70mmChainGunUp)
70mmChainGun.SetWidth(0.000000)
70mmChainGun.SetLength(0.000000)
70mmChainGun.SetArcWidthAngles(-0.087266, 0.087266)
70mmChainGun.SetArcHeightAngles(-0.087266, 0.087266)
70mmChainGun.SetPhaserTextureStart(0)
70mmChainGun.SetPhaserTextureEnd(0)
70mmChainGun.SetPhaserWidth(0.300000)
kColor = App.TGColorA()
kColor.SetRGBA(0.917647, 0.894118, 0.000000, 1.000000)
70mmChainGun.SetOuterShellColor(kColor)
kColor.SetRGBA(1.000000, 0.172549, 0.007843, 1.000000)
70mmChainGun.SetInnerShellColor(kColor)
kColor.SetRGBA(0.000000, 0.000000, 0.000000, 1.000000)
70mmChainGun.SetOuterCoreColor(kColor)
kColor.SetRGBA(0.000000, 0.000000, 0.000000, 1.000000)
70mmChainGun.SetInnerCoreColor(kColor)
70mmChainGun.SetNumSides(6)
70mmChainGun.SetMainRadius(0.150000)
70mmChainGun.SetTaperRadius(0.010000)
70mmChainGun.SetCoreScale(0.500000)
70mmChainGun.SetTaperRatio(0.250000)
70mmChainGun.SetTaperMinLength(5.000000)
70mmChainGun.SetTaperMaxLength(30.000000)
70mmChainGun.SetLengthTextureTilePerUnit(0.500000)
70mmChainGun.SetPerimeterTile(1.000000)
70mmChainGun.SetTextureSpeed(2.500000)
70mmChainGun.SetTextureName("data/phaser.tga")
App.g_kModelPropertyManager.RegisterLocalTemplate(70mmChainGun)
#################################################
Gunner = App.WeaponSystemProperty_Create("Gunner")

Gunner.SetMaxCondition(200.000000)
Gunner.SetCritical(0)
Gunner.SetTargetable(1)
Gunner.SetPrimary(1)
Gunner.SetPosition(-0.650000, -21.000000, -37.400002)
Gunner.SetPosition2D(0.000000, 0.000000)
Gunner.SetRepairComplexity(1.000000)
Gunner.SetDisabledPercentage(0.500000)
Gunner.SetRadius(0.250000)
Gunner.SetNormalPowerPerSecond(1.000000)
Gunner.SetWeaponSystemType(Gunner.WST_PHASER)
Gunner.SetSingleFire(1)
Gunner.SetAimedWeapon(0)
kFiringChainString = App.TGString()
kFiringChainString.SetString("")
Gunner.SetFiringChainString(kFiringChainString)
App.g_kModelPropertyManager.RegisterLocalTemplate(Gunner)

# Property load function.
def LoadPropertySet(pObj):
"Sets up the object's properties."
prop = App.g_kModelPropertyManager.FindByName("Pelican", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Thruster Control", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Thrust Nacelle 1", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Thrust Nacelle 2", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Thrust Nacelle 3", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Thrust Nacelle 4", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Motion Tracker", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Armor Enhancer", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Fusion Cell", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Hull", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("FirstPersonCamera", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("ViewscreenForward", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("ViewscreenLeft", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("ViewscreenRight", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("ViewscreenBack", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("ViewscreenUp", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("ViewscreenDown", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("70mm Chain Gun", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
prop = App.g_kModelPropertyManager.FindByName("Gunner", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 02:17:24 AM
You don't appear to have the master system for the phasers. Unless that's what gunner is?
Title: Re: MPE woes
Post by: MLeo on August 17, 2008, 05:15:33 AM
The system name starts with a number (in the DisplayName it is allowed, but not directly there). Which is not allowed.

What you are allowed is the following:
Start with a letter or an underscore, followed by 0 or more combinations of letters, underscores and numbers.
Title: Re: MPE woes
Post by: El on August 17, 2008, 06:04:06 AM
Yep, MLeo's right, the 70mmchaingun property needs to start with a letter.
Also 'gunner' appears to be a torpedo system. As starforce says, you need a master beam system.
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 06:20:46 AM
completely missed that number thing lol. I must be gettin rusty.
Title: Re: MPE woes
Post by: Adonis on August 17, 2008, 06:39:10 AM
Also, for the phasers, SetWidth and SetLenght cannot be 0
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 12:57:06 PM
The system name starts with a number (in the DisplayName it is allowed, but not directly there). Which is not allowed.
Alright, I fixed that now.
Also, for the phasers, SetWidth and SetLenght cannot be 0
How can I make it like a point phaser then?
Yep, MLeo's right, the 70mmchaingun property needs to start with a letter.
Also 'gunner' appears to be a torpedo system. As starforce says, you need a master beam system.
I have set it to phaser in MPE.

Also, the problem with all of the points being way off the model still persists and I am baffled as to why it exists.
Title: Re: MPE woes
Post by: El on August 17, 2008, 01:22:05 PM
Check the model scale setting.
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 01:28:07 PM
0.01
Title: Re: MPE woes
Post by: MLeo on August 17, 2008, 02:10:57 PM
Also, for the phasers, SetWidth and SetLenght cannot be 0
How can I make it like a point phaser then?
It's to do with the arc I believe.

The width and length have to do with the actual beam.
Title: Re: MPE woes
Post by: El on August 17, 2008, 02:55:20 PM
0.01

Try and set it to 0.1 and see if that makes a difference.
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 03:31:29 PM
Also, for the phasers, SetWidth and SetLenght cannot be 0
How can I make it like a point phaser then?
It's to do with the arc I believe.

The width and length have to do with the actual beam.


that lenght and width controls the size of the elipse a phaser would fallow to appear as if it fires from a bank such as with most fed tng vessels. Setting those to .001 will give a point emitter as with a tmp vessel.

As far as items being off the model:
First, rotate and zoom in so you can easily see the place on the model you want the phaser to fire from.
Second, select the weapon from the list on the left and open it's window. Make sure you can still see the weapon location.
Third, hit the locate tool (arrow with a solid mass infront of it) and then click on the location you want to be.
Then hit "get position" in that little window. I can't offhand remember which tab it's under, but you can't miss it and there are only 4 tabs so...
Repeat as nessecary.
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 03:44:12 PM
Try and set it to 0.1 and see if that makes a difference.
It did make a difference, but the properties were still off from the model, I am experimenting with other numbers though. (I find it curious that this the only ship I have found that does not work with the standard 0.01 scale.)


Setting those to .001 will give a point emitter as with a tmp vessel.
Excellent, I just saw that on the shuttle hp.
First, rotate and zoom in so you can easily see the place on the model you want the phaser to fire from.
Second, select the weapon from the list on the left and open it's window. Make sure you can still see the weapon location.
Third, hit the locate tool (arrow with a solid mass infront of it) and then click on the location you want to be.
Then hit "get position" in that little window. I can't offhand remember which tab it's under, but you can't miss it and there are only 4 tabs so...
Repeat as nessecary.
The problem is that what I do in MPE does not translate into BC. The properties would be perfectly placed in BC, but in MPE (shown above) they are way off from the model.
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 04:07:35 PM
is it uniform? IE, are all properties way off the front? To one side? Your model may not have been properly centered When it was converted. That will usualy show up in the MPE. If you have, for instance, 2 engines, assuming your ship is symetrical, the X value of one of them should be a negative number, and the X value of the other should be a positive of the same number (after a couple decimal places thay might be off). In my early days before I learned to convert things myself people doing it for me would screw them up resulting in this exact problem. Another easy way to figure it out is to place your hull property at x,y,z, of zero, exactly, and increase the size of the hull property to somthing silly so you can see it easy (like 10) and see if your model is lined up.
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 04:24:03 PM
is it uniform?
Yes
Your model may not have been properly centered When it was converted.
I attached a picture of the model in Max. It looks centered to me. (Note, not being rude, just to the point.)
That will usualy show up in the MPE.
When the model is opened in MPE, the camera is centered on the model properly.
If you have, for instance, 2 engines, assuming your ship is symetrical, the X value of one of them should be a negative number, and the X value of the other should be a positive of the same number (after a couple decimal places thay might be off).
This does happen.
Another easy way to figure it out is to place your hull property at x,y,z, of zero, exactly
This centers the property in BC, but not in MPE.
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 04:34:25 PM
strange. ALso, pay no attn to the mpe camera. It will always center the model. When you put the hull at 0,0,0, what does it look like in the MPE?
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 04:39:35 PM
In the picture above, that is a torpedo launcher at 000.
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 05:46:41 PM
that's your issue. But from the max image you provided it appears centered. I bet somehow you moved it right before you exported or something. It happens. If nothing else, I can convert it for you, just give me the length in meters, and you can try that. Or export it yourself again. Try to center the ships mass on the 0 in all axis, see what happens. Could have even been an exporting glitch.
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 05:56:50 PM
The thing is, I'm just hp'ing it. That is the exported .nif that I just imported into Max.
Title: Re: MPE woes
Post by: 1DeadlySAMURAI on August 17, 2008, 06:46:57 PM
Model scale is a t 0.06
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 06:51:14 PM
I know, I set it there. On purpose. 0.01 (the normal scale) does not work. (Which baffles the living s**t out of me.)

Edit: For now I am going to set the scale to 0.01 and just guess and check the properties in game. I really hope a permanent solution pops up.

Edit 2: Added a .gif that shows my problem.
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 09:41:10 PM
what seems to be the issue in this image?
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 09:42:10 PM
Watch the whole .gif (It's 4 frames)
Title: Re: MPE woes
Post by: Starforce2 on August 17, 2008, 09:57:52 PM
I'm not seeing any changing...
Title: Re: MPE woes
Post by: Kirk on August 17, 2008, 10:00:42 PM
It works for me. :( I did set the frame rate to 1 frame per 5 seconds.
Title: Re: MPE woes
Post by: 1DeadlySAMURAI on August 17, 2008, 10:41:48 PM
LOL! that is one crazy error you got there.

and the gif works fine ;)
Title: Re: MPE woes
Post by: Starforce2 on August 18, 2008, 02:53:47 AM
so the ship is invisable from certain directions? Or appears to be seenthrough in the mpe? It's a model issue.
Title: Re: MPE woes
Post by: limey BSc. on August 18, 2008, 06:54:36 AM
I think the point was it is waaaaaaay off center.
Title: Re: MPE woes
Post by: El on August 18, 2008, 07:30:25 AM
Almost cerainly due to a dodgy export. You'll need to get it re-exported properly.
Title: Re: MPE woes
Post by: tiqhud on August 18, 2008, 07:36:20 AM
It more than likely , due to a dodgy export,
 what is your model texture path suffix, set to?
try re-export
Title: Re: MPE woes
Post by: Kirk on August 18, 2008, 08:40:08 AM
I think the point was it is waaaaaaay off center.
Correct
Almost cerainly due to a dodgy export. You'll need to get it re-exported properly.
Alright, I will try.
what is your model texture path suffix, set to?
I'm not quite sure what you mean there.
Title: Re: MPE woes
Post by: tiqhud on August 18, 2008, 10:17:33 AM
"model texture path suffix" is the Very last setting on your Options page.

is this your doing, a new HP for a ship? if so you do need to re-export.
I my experense as you open the Nif, then load the HP, it should say noname in your right menu [at least that has been the way it has happened for every GOOD ship\nif\model] , but everyopne I ever gotten without noname has never worked well and I had to send it back, to get redone.
Title: Re: MPE woes
Post by: Kirk on August 18, 2008, 10:22:53 AM
Ah yes, /high
Title: Re: MPE woes
Post by: tiqhud on August 18, 2008, 10:31:49 AM
an example
Title: Re: MPE woes (Quite possibly solved)
Post by: Kirk on August 18, 2008, 02:24:36 PM
Well, I let lint take a look at it and according to him, the node structure was all goofed up. I'm working on it in MPE right now, and from what I can see, everything is much better. :D If this works, lint gets a cookie!

It works! Yay! Now, there's a few more problems. My "Phaser" (the 70mm Chain Gun) does not show up in the targeting menu, and the ship is only AI flyable, the player can't use it. (Instant CTD, I'm installing the console tracker now) (Forgot to add a repair system. Doh!)
Title: Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
Post by: Kirk on August 22, 2008, 09:36:21 AM
Well, right now I'm taking a break from the Pelican while lint fixes some more problems with the model. Instead, I decided to dust off a ship that's been sitting on my HD and give her a hp. However, weird things are happening again (as they always seem to do with me.) Now I have a rouge blinker that doesn't make any sense. It doesn't move with the ship, while the ship is stationary (however, it does move with the ship while the ship is in motion) and it blinks at it's own speed, not with the other blinkers, and it only happens with my ship. :(
Title: Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
Post by: Adonis on August 22, 2008, 11:51:00 AM
Ok, I'll go as I read through the thing:
1) Fusion reactors shouldn't be on primary, the warp core needs to be.
2) Either set the warp engines or the plasma manifolds as primary

But I cannot tell you about that blinker issue without seeing the model itself.
Title: Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
Post by: Kirk on August 22, 2008, 03:45:25 PM
Model posted.
Title: Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
Post by: Adonis on August 22, 2008, 08:27:09 PM
Hmm...where should I start...

The mesh is a royal mess.

Basically, the model needs a report. It needs to be cleaned up (some bmp's from the SFC port are still in place). Only if I'd have time to do my from scratch to ingame BC tutorial for adding ships...
Title: Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
Post by: Kirk on August 22, 2008, 08:31:22 PM
:lol: Oh man, I seem to pick the worst ships to learn hp'ing on. So I ought to give this one a pass? I have a few TOS/NX era ships I could try hp'ing.
Title: Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
Post by: tiqhud on August 23, 2008, 09:48:58 AM
:lol: Oh man, I seem to pick the worst ships to learn hp'ing on. So I ought to give this one a pass? I have a few TOS/NX era ships I could try hp'ing.
sometimes , getting the worst Helps you to know what to look for when you get[bad meshes]
Title: Re: Hardpointing Problems (Solved, for now)
Post by: Kirk on August 25, 2008, 01:04:27 AM
Blinker's were being pointed to the wrong texture file. They should have been pointed to Gfx/Blank.tga, not Gfx/Blinker.tga.