Bridge Commander Central
BC Forums => BC Technical Support => Solved Problems => Topic started by: teleguy on January 19, 2009, 12:05:15 PM
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I'm trying to get Blindfire to work without installing KM. So far I have copied techfunc.py to scripts, the complete TechnologyExpansion folder to scripts\custom and Blind Firing.py to scripts\custom\Autoload. Blind Fire shows up in the mutator list but not in the tactical menu.
What else do I have to do?
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You have to setup a ship to use it, in the Techs (notice the s) directory there should be an subdirectory for this, but I might be wrong.
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There is no subdirectory in the techs folder. There is a "ships" directory in TechnologyExpansion but that seems to be for Cloaked Fireing only.
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since Secondary Targetting and Blind Fire are a part of the same mod (from Admiral Ames, years ago at BCU), my guess is youll need that portion of it also...
i would recommend copying over the ftb folder in from KM's scripts folder, as well as the Tech (no S) folder in Scripts/Custom...
im not sure if that will work and give you Blind Firing, but that would be my first guess...
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Secondary Targetting is older, by BanBury and Dasher, somewhere from around the first ShuttleLaunching framework.
Did you enable the "Blind Fire" mutator?
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Secondary Targetting is older, by BanBury and Dasher, somewhere from around the first ShuttleLaunching framework.
youre right... my mistake, it was so long ago i barely remember anymore; they all blur together these days lol
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since Secondary Targetting and Blind Fire are a part of the same mod (from Admiral Ames, years ago at BCU), my guess is youll need that portion of it also...
i would recommend copying over the ftb folder in from KM's scripts folder, as well as the Tech (no S) folder in Scripts/Custom...
im not sure if that will work and give you Blind Firing, but that would be my first guess...
No, that didn't work.
Did you enable the "Blind Fire" mutator?
Yes, of course.
Do I perhaps have to copy the firepoint stuff too?
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If you mean the files under scripts/Ships, then yes.
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Ok, did that but still no blindfire.
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Is NanoFX on?
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I tried with NanoFX on and off. It doesn't make a difference.
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Leave it on for now. I recently found a problem with NanoFX (I already have a fix for it as well) in combination with FoundationTriggers. Basicly, they wouldn't turn on if NanoFX was off (in some cases, not all, so for now, it's best to leave it on).
Does the console say anything after you open the Tactical screen?
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If you mean the files under scripts/Ships, then yes.
also the hardpoint...
(i wasnt sure if he copied that also)
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If you mean the files under scripts/Ships, then yes.
also the hardpoint...
(i wasnt sure if he copied that also)
Yes, also the hardpoint as well as the files from data.
Does the console say anything after you open the Tactical screen?
(http://img111.imageshack.us/img111/3684/consoleih7.th.jpg) (http://img111.imageshack.us/my.php?image=consoleih7.jpg)
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You will have to copy data/TGL/TechnologyExpansion.tgl from KM as well.
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Blindfire now shows up in the tactical menu. Thanks.
However when I click on a button nothing happens.
(http://img294.imageshack.us/img294/9168/console2ti4.th.jpg) (http://img294.imageshack.us/my.php?image=console2ti4.jpg)
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It's because it couldn't create the ship (firepoint).
Put the following file in scripts/Custom/Autoload, it will prevent the problem.
What it did, is create a variable (remotely) in scripts/Multiplayer/SpeciesToShip.pyc
If you are going to be playing MP, then something else will have to be done, but considering you are extracting it from a MP mod, I suspect you aren't going to do that.
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It's working now. Thanks alot!