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BC Forums => BC Scripting => Topic started by: baz1701 on May 31, 2009, 01:00:37 PM

Title: Starbases scripting problems
Post by: baz1701 on May 31, 2009, 01:00:37 PM
I've tried to put my astroid dock in game and the game hangs on the load screen of a quick battle after you select ships etc.

I have used the stock fed starbase as a template.

Any ideas?
Title: Re: Starbases scripting problems
Post by: teleguy on May 31, 2009, 01:58:36 PM
Could you upload all the relevant py files?
Title: Re: Starbases scripting problems
Post by: MLeo on May 31, 2009, 02:17:29 PM
You aren't trying to use it as a player ship, right? Since the Fed Starbase isn't intended as a player ship.

Aside from that, it's possible the nif is faulty. Anything other than that would require the use of a proper console logger (and not a console poller).
Put the attached file in scripts/Custom/Autoload and let it crash, and we can then see if there is a scripting error.

Also run in Windowed mode just to be sure.
The logger will create a file in scripts/Custom ending in _output.txt and starting with the time it was started.
Title: Re: Starbases scripting problems
Post by: baz1701 on May 31, 2009, 02:27:17 PM
here it is
Code: [Select]
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Foundation Tech loaded
Gravity FX has been loaded.
BridgeFX Enabled...
CameraFX Enabled...
ExplosionFX Enabled...
SpecialFX Enabled...
WarpFX Enabled...
DS9FX Initializing...
AttributeError: PreLoadAssets
Setting Stock System Planets Random Density.
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\000-Fixes20030305-FoundationTriggers.py", line 25, in __call__
    i(pObject, pEvent)
  File ".\Scripts\Custom\Autoload\LoadEngineeringExtension.py", line 240, in __call__
    LoadQBautostart.ImportQBautostart()
  File ".\Scripts\Custom\Autoload\LoadEngineeringExtension.py", line 163, in ImportQBautostart
    pModule = __import__(dotPrefix + fileName)
  File ".\Scripts\Custom\QBautostart\AIShuttleLaunching.py", line 3, in ?
    import ftb.ShipManager
  File ".\Scripts\ftb\ShipManager.py", line 96, in ?
    LoadExtraPlugins()
  File ".\Scripts\ftb\ShipManager.py", line 92, in LoadExtraPlugins
    pModule = __import__(dotPrefix + pluginFile)
  File ".\Scripts\Custom\Carriers\EnterpriseNCC1701.py", line 34, in ?
    ShipManager.RegisterShipClass( "jjenterprise", jjenterprise)
NameError: jjenterprise
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\LoadTech.py", line 20, in __call__
    techfunc.ImportTechs()
  File ".\Scripts\techfunc.py", line 26, in ImportTechs
    pModule.Setup()
  File ".\Scripts\Custom\Tech\ShipLaunch.py", line 13, in Setup
    ftb.LaunchShipHandlers.MissionStart()
  File ".\Scripts\ftb\LaunchShipHandlers.py", line 198, in MissionStart
    AddLaunchButtons(ftb.GUIUtils.GetScienceMenu())
  File ".\Scripts\ftb\LaunchShipHandlers.py", line 229, in AddLaunchButtons
    pCarrier = ftb.ShipManager.GetShip(pLaunchShip)
AttributeError: ShipManager
DS9FX: Kobayashi Maru is Installed. Deleting DS9FX Docking Function!
DS9FX: You're not currently running a QB Mission. DS9 Set cannot be reached by Warp!
Traceback (innermost last):
  File ".\Scripts\QuickBattle\QuickBattle.py", line 4922, in StartSimulationAction
    pModule = Foundation.FolderManager('ship', sShipType)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 315, in __call__
    mod = __import__(i + key)
EOFError: EOF read where object expected
GravityFX has been deactivated.
Title: Re: Starbases scripting problems
Post by: MLeo on May 31, 2009, 02:59:01 PM
Please take a look in Solved for the jjenterprise, I believe it had recently come up. That should atleast fix two errors.
Title: Re: Starbases scripting problems
Post by: teleguy on May 31, 2009, 03:06:55 PM
I created a new ship plugin and it's now working in my game.
Title: Re: Starbases scripting problems
Post by: MLeo on May 31, 2009, 03:07:42 PM
So what did you change?
Title: Re: Starbases scripting problems
Post by: baz1701 on May 31, 2009, 03:12:35 PM
Still not working for me, the game just sit on the sov bridge with the helm and nav officers animated.

It does not freeze?

I'm using Foundation and KM1
Title: Re: Starbases scripting problems
Post by: MLeo on May 31, 2009, 03:14:17 PM
New console report! Assuming you fixed the other ones...
Title: Re: Starbases scripting problems
Post by: baz1701 on May 31, 2009, 03:17:58 PM
could you like the thread you mentioned I can not find it.

Sorry to be a pain.
Title: Re: Starbases scripting problems
Post by: teleguy on May 31, 2009, 03:21:53 PM
I had also made a few minor changes to other files, so I'll just send you all of them.
Title: Re: Starbases scripting problems
Post by: MLeo on May 31, 2009, 03:23:25 PM
http://bc-central.net/forums/index.php/topic,4984.0.html
http://bc-central.net/forums/index.php/topic,5340.0.html
Title: Re: Starbases scripting problems
Post by: baz1701 on May 31, 2009, 04:07:50 PM
cool thanks just have sort the HPs out so you can dock with it.
Title: Re: Starbases scripting problems
Post by: baz1701 on May 31, 2009, 04:44:31 PM
Ok so it is working in game but the auto dock option is greyed out, does this option need enabling?
Title: Re: Starbases scripting problems
Post by: MLeo on May 31, 2009, 06:28:05 PM
Look in scripts/Systems/Starbase12/Starbase12_S.py
Title: Re: Starbases scripting problems
Post by: baz1701 on June 01, 2009, 04:09:09 AM
Thanks I'll take a look.

Also can you have it so that when you dock you don't just fly in and straight back out?
Title: Re: Starbases scripting problems
Post by: baz1701 on June 01, 2009, 08:02:32 AM
I have edited the Starbase12 system script to operate with my astro-dock.

When you click dock Graff pops up on the view screen then the ship is inside the dock and starts to fly out and stop once outside.

The whole enter dock sequence is skipped (though on one click the ship did orbit the dock and enter before Graff appeared).
Title: Re: Starbases scripting problems
Post by: MLeo on June 01, 2009, 04:22:03 PM
I'm afraid I do not have much use for a pyc file.
Title: Re: Starbases scripting problems
Post by: baz1701 on June 01, 2009, 06:44:33 PM
opps me bad
Title: Re: Starbases scripting problems
Post by: MLeo on June 01, 2009, 07:04:35 PM
Your DockStarbase function won't, currently, get called, since the Dock function in scripts/Bridge/HelmMenuHandlers.py is hard-coded to call the DockStarbase in StarBase12_S.py

Put this file in scripts/Custom/Autoload, it will slightly generalize docking, enough for your purpose, feel free to include it in your mod, and let me know (with a console report) if it doesn't work or you get a BSOD afterwards.
Title: Re: Starbases scripting problems
Post by: teleguy on June 02, 2009, 03:01:53 PM
Here's the fixed hardpoint.
Title: Re: Starbases scripting problems
Post by: MLeo on June 02, 2009, 03:10:27 PM
Please tell, for the rest of us, what you have changed.

Did my change not function correctly? Or was the hardpoint too dissimilar to the original Starbase12 hardpoint to make docking work?
Title: Re: Starbases scripting problems
Post by: teleguy on June 02, 2009, 03:18:16 PM
baz did take the
DockingPort
DockingEntryStart
DockingEntryEnd
DockingExitStart
DockingExitEnd
DockingCameraSweep1
DockedCameraSweep1
UndockingCameraSweep1
coordinates from the starbase 12 hp so the ship was flying through the wall.
Title: Re: Starbases scripting problems
Post by: baz1701 on June 03, 2009, 04:20:43 AM
Here is the modified SD12 system script
Title: Re: Starbases scripting problems
Post by: MLeo on June 03, 2009, 07:09:52 PM
It contains only one py file.


Could you tell me what exactly isn't working at this point?