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BC Forums => BC Scripting => Topic started by: King Class Scout on July 17, 2009, 09:58:09 PM

Title: "faking" torpedoes
Post by: King Class Scout on July 17, 2009, 09:58:09 PM
I'm looking for a way to slip a "fake" torpedo script into a couple ships so that "Duane Johnson XXIII" will fly the stinking thing in quickbattle.  I've been hunting for this because my converter program for my joypad will either randomly open the menus, or "ctrl-D" me, even if no other buttons are assigned with anything.
Title: Re: "faking" torpedoes
Post by: ACES_HIGH on July 17, 2009, 11:56:54 PM
all you need is to set a hardpoint to use a torpedo with zero rounds
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 18, 2009, 06:58:57 AM
Aces: I tried that.  the ship wouldn't accept the script, for some reason.  i need the exact type, I think, for the dummy launcher so I don't get a console error report, yet again :P.  Python seems to be highly sensitive to exact spelling and structure in order for something to take.  even "cut and paste" from a working ship doesn't work right half the time.  I've had to go back and fix a few script errors that pop up in the logger.
Title: Re: "faking" torpedoes
Post by: JimmyB76 on July 18, 2009, 02:40:42 PM
"Duane Johnson XXIII"
:lol:
too true...
Title: Re: "faking" torpedoes
Post by: ACES_HIGH on July 19, 2009, 12:39:51 PM
oh, so you are having trouble adding the launcher too?  Have you tried adding it with MPE?  remember you need both a weapon control system and a tube for it to work.
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 19, 2009, 08:24:29 PM
Jimmy: *chuckle* glad I'm not the ONLY one that noticed that.

Aces: i managed to get a torpedo script in, but not a torpedo TUBE one.  and I've found no refrences to "MPE"
Title: Re: "faking" torpedoes
Post by: Kirk on July 19, 2009, 10:32:56 PM
The MPE (Model Property Editor) comes with Bridge Commander's Software Developer's Kit (SDK,) which is available at BCF.
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 20, 2009, 10:40:34 AM
if it's the same as the one tacked onto BCUT, then it'd be useless.  the one in BCUT plays with the standing peices of the hardpoint (it DID confirm i got a working Torpedo script in, though).  does it help write the script?  also, does the 3d program the majority of you guys use give you coordinates for the positioning of weapon emission points on your models?
Title: Re: "faking" torpedoes
Post by: Nebula on July 20, 2009, 10:46:59 AM
the MPE is a 3d weapon/system positioning program...

where you can modify all the values as well.

someone show him a pic
Title: Re: "faking" torpedoes
Post by: teleguy on July 20, 2009, 10:48:38 AM
if it's the same as the one tacked onto BCUT, then it'd be useless. 
No, it's this one.
http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455
Title: Re: "faking" torpedoes
Post by: Dalek on July 20, 2009, 10:49:40 AM
Pic of MPE as requested.
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 20, 2009, 11:11:41 AM
YEEEEEEES!

now I can complete my personal mods AND have a way to do my Simplicity mod in my OWN starships.

Dalekium: two questions: one, is that an OS style Miranda varient in the Pic, and two, where can I get the Pulse Phasers for the ship in your sig (which i DLed after seeing it IN your sig :D ), I had to disable the pulse phasers in the hardpoint to prevent a BSOD
Title: Re: "faking" torpedoes
Post by: teleguy on July 20, 2009, 02:37:25 PM
Quote
one, is that an OS style Miranda varient in the Pic
It's one of the Kelvin Fleet ships from the new movie.
Quote
and two, where can I get the Pulse Phasers for the ship in your sig (which i DLed after seeing it IN your sig Very Happy ), I had to disable the pulse phasers in the hardpoint to prevent a BSOD
The Pulse Phasers are included in the Barrier or th DJValiant Classes. There's also a typo in the hardpoint, you have to remove the space in "Tactical.Projectiles.Pulse Phaser".
Title: Re: "faking" torpedoes
Post by: Dalek on July 20, 2009, 02:38:51 PM
I already PM'ed him the answers to those questions.
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 24, 2009, 01:52:37 PM
i hate to poke this back awake, but...

when I unzipped this "SDK', what I got was a collection of loose files, like one of the ships.  I had assumed it was a program or at least had an EXE.  what do I do with this?
Title: Re: "faking" torpedoes
Post by: Nebula on July 24, 2009, 01:56:27 PM
the SDK has all the files in the scripts folder in PY format it also has an AI editor and a damage editor...

It's not just for HPs.... the folder you are looking for is

BC SDK/Tools/ModelPropertyEditor 
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 24, 2009, 05:39:36 PM
got it, but it BSOD's the minute I try and load a Script to go with it :P
Title: Re: "faking" torpedoes
Post by: KrrKs on July 25, 2009, 08:07:44 AM
maybe you have to run the "modelpropertyeditor.reg" before you can run the exe the first time.
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 25, 2009, 10:48:37 AM
sorry, guys, still BSOD's the minute I load a script, and auto-closes.

I'm runnin XP SP3, Spybot,spyware blaster, AVG , ccleaner, and Adaware.  my mother shares the comp, and EVERYTHING she looks at has some sort of adware tacked onto it.  i have continuous trouble with cookies slowing my comp down and interfering with the net connection.
Title: Re: "faking" torpedoes
Post by: ACES_HIGH on July 27, 2009, 10:27:05 PM
hold on a sec, you mean that you edited the HP in MPE, then tried to load it in BC and it BSODed?
did it work before? is there anything else you changed?
Title: Re: "faking" torpedoes
Post by: El on July 28, 2009, 07:37:00 AM
Make sure you are opening a HP script, not a ship plugin script.
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 28, 2009, 08:54:14 AM
been having to kill a lot of cookies lately.  my anti-spy programs have been working over time.  i've also stated that anti-spys have been taking chunks out of everything (grr)

btw, if I've loaded a model and change the window size, i suddenly get a blank white model (and can't locate anything).  it that normal?  i have the same problem with Nifskope.
Title: Re: "faking" torpedoes
Post by: Kirk on July 28, 2009, 10:03:23 AM
Yeah, it's normal, unfortunately.
Title: Re: "faking" torpedoes
Post by: King Class Scout on July 28, 2009, 04:22:39 PM
Aces: no, I mean it BSed the MPE itself before I did anything.

i've got it settled, but the only thing it brings up once I've got a hardpoint in is the ship's polygons, rather than bring up an editor even for the existing weapon, etc properties.
Title: Re: "faking" torpedoes
Post by: ACES_HIGH on August 01, 2009, 11:32:01 PM
Which version of the SDK did you install?  there's an installer version, or a non installer version, the installer one doesn't work.  the other option is that it isn't set correctly.  can you post a picture of the options screen?
Title: Re: "faking" torpedoes
Post by: King Class Scout on August 02, 2009, 07:25:10 AM
your a little late, Aces.  i went over all the paperwork, and am slowly figuring it out.  the one thing they don't tell you right away is that you have to open a compiled version of the hardpoint script to bring up the stuff you can adjust, PLUS you have to go to the Sceneroot tag to get the list.
Title: Re: "faking" torpedoes
Post by: MLeo on August 02, 2009, 09:05:26 AM
Both pyc and py files can be opend in MPE, the py files are the default.