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BC Forums => BC Technical Support => Solved Problems => Topic started by: teleguy on January 19, 2009, 12:05:15 PM

Title: Blindfire without KM
Post by: teleguy on January 19, 2009, 12:05:15 PM
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?
Title: Re: Blindfire without KM
Post by: MLeo on January 19, 2009, 01:38:30 PM
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.
Title: Re: Blindfire without KM
Post by: teleguy on January 19, 2009, 02:25:50 PM
There is no subdirectory in the techs folder. There is a "ships" directory in TechnologyExpansion but that seems to be for Cloaked Fireing only.
Title: Re: Blindfire without KM
Post by: JimmyB76 on January 19, 2009, 02:35:18 PM
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...
Title: Re: Blindfire without KM
Post by: MLeo on January 19, 2009, 03:14:10 PM
Secondary Targetting is older, by BanBury and Dasher, somewhere from around the first ShuttleLaunching framework.

Did you enable the "Blind Fire" mutator?
Title: Re: Blindfire without KM
Post by: JimmyB76 on January 19, 2009, 03:46:33 PM
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
Title: Re: Blindfire without KM
Post by: teleguy on January 19, 2009, 04:04:59 PM
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.

Quote
Did you enable the "Blind Fire" mutator?
Yes, of course.
Do I perhaps have to copy the firepoint stuff too?

Title: Re: Blindfire without KM
Post by: MLeo on January 19, 2009, 04:39:38 PM
If you mean the files under scripts/Ships, then yes.
Title: Re: Blindfire without KM
Post by: teleguy on January 19, 2009, 04:48:26 PM
Ok, did that but still no blindfire.
Title: Re: Blindfire without KM
Post by: MLeo on January 19, 2009, 05:00:24 PM
Is NanoFX on?
Title: Re: Blindfire without KM
Post by: teleguy on January 19, 2009, 05:26:53 PM
I tried with NanoFX on and off. It doesn't make a difference.
Title: Re: Blindfire without KM
Post by: MLeo on January 19, 2009, 05:32:59 PM
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?
Title: Re: Blindfire without KM
Post by: JimmyB76 on January 19, 2009, 05:33:35 PM
If you mean the files under scripts/Ships, then yes.
also the hardpoint...
(i wasnt sure if he copied that also)
Title: Re: Blindfire without KM
Post by: teleguy on January 19, 2009, 05:53:25 PM
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.
Quote
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)
Title: Re: Blindfire without KM
Post by: MLeo on January 19, 2009, 05:59:01 PM
You will have to copy data/TGL/TechnologyExpansion.tgl from KM as well.
Title: Re: Blindfire without KM
Post by: teleguy on January 19, 2009, 06:26:23 PM
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)
Title: Re: Blindfire without KM
Post by: MLeo on January 20, 2009, 01:17:22 PM
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.
Title: Re: Blindfire without KM
Post by: teleguy on January 20, 2009, 02:05:13 PM
It's working now. Thanks alot!