Bridge Commander Central
BC Forums => BC Scripting => Topic started by: CyAn1d3 on August 11, 2009, 04:02:42 PM
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say i want to take the phasers on the pnem soverign, and make it so they fire for longer than what they are currently set at, to the length of time they fire on the CGsovvy. wheres the value in the script that i need to change? i can already guess that i have to change it on each and every individual bank, but what is the duration under?
if i know WHAT i need to change, than i can find the value on the CGSovy script to change it TO
damn... looking at that i hope i dont confuse anyone
also how do i change the sound on the Pnem? im guessing its a matter of finding the name in the script as well and overwriting the SFX with what i want?..... i h8 that friggin sound
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Duration is the discharge rate divided by the maximum charge.
And then there is the recharge rate, and the avaidable power. With enough power output (and actual power) then the duration can be longer than indicated by the above formula, since the bank is recharged as you fire.
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so in lamens terms theres no simple way to do that?
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No, there is. Mleo told you how, and that is as simple of an explanation as you can get. Welcome to BC modding. :P
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..... and i wonder y i failed my programming class....
ok, that answers that, whatabout the SFX?
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..... and i wonder y i failed my programming class....
Depends on your thinking and learning type. And the one provided by your school.
ok, that answers that, whatabout the SFX?
Optional start and end sounds, and a loop sound, independant of the above formula.
First start is played (if any), after that the loop is started, and when it stops firing (either you let go or the bank is out of power) the end sound is started.
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..... and i wonder y i failed my programming class....
Depends on your thinking and learning type. And the one provided by your school.
ok, that answers that, whatabout the SFX?
Optional start and end sounds, and a loop sound, independant of the above formula.
First start is played (if any), after that the loop is started, and when it stops firing (either you let go or the bank is out of power) the end sound is started.
the way ITT Tech Taught was, open book and read.
so it wouldnt work if i applied the firing values from the CG to the PNEM?
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thats a bit too much for me.....
i envy those who have the patience to do scripting, cuz i sure as hell dont.
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it's all about trial and error, however you should comb through BCU's old threads in the Modding forum, im pretty sure you dont need an account to use the Search function... there is an awful lot of info regarding MPE and hp weapons values...
also, go through FF's MPE forum as well... all of the info you need can be found in those places after doing some digging and research...
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ill do that, id like to know the basics of hardpointing at least so i can do things like this on my own. i can read some code based on common sence, i.e. i can up a torpedo loadout count, but as for making from scrap you guys have a one up on me
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Heres the SDK with Model Property Editor which is invaluable for Hardpointing just in case you dont have it, i think MPE is in here but its been awhile since i dowloaded SDK, exept for BCUT and TDIE ive never found a more helpfull ship HP program
http://bridgecommander.filefront.com/file/Installable_SDK;46701
Ive got 400 + hardpointed ships under my belt if you got any ?? feel free to contact me
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actually that's the bad version, you need to download the non installer version, here:
http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455 (http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455)
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MPE is part of the SDK.
I take it the "bit to much for me" is my explanation about the sounds?
Trying to put it differently (but not neccesairly easier, for me), when the phaser starts to fire, it plays the "start" firing sound, when that is done, it plays the "loop" firing sound, when the phaser stops firing it stops the loop and plays the "end" firing sound.
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MPE is part of the SDK.
I take it the "bit to much for me" is my explanation about the sounds?
Trying to put it differently (but not neccesairly easier, for me), when the phaser starts to fire, it plays the "start" firing sound, when that is done, it plays the "loop" firing sound, when the phaser stops firing it stops the loop and plays the "end" firing sound.
i polled through a few threads an got that number figured out.
i take it the MPE will make it a tad easier to edit the hardpoints instead of simply pouring through the python files in text?
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Much easier
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so i have just found out... im going to tinker around and comb through the tutorial a tad bit before i start editing things.
im not much for reading and learning that way, im more "hands on".
but after i do some exploring with this and i feel that i grasped this newly found concept ill be making the changes that i wish.
im pretty sure i can figure out how to make HPs from scratch with the tutorials and you guys for help, perhaps ill try my hand at this when i get the vanity modeled out and done.
now where do i go to convert "virgin" models to nif, so i can do the hps in MPE?
(future reference)
i have an odd feeling im going to become a nuisance of questions when i go to do things from scratch
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im going to tinker around and comb through the tutorial a tad bit before i start editing things.
im not much for reading and learning that way, im more "hands on".
just dont forget to make backups of anything before you make changes to it...
i have an odd feeling im going to become a nuisance of questions when i go to do things from scratch
no worries, gotta learn one way or another, right?
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yea, i guess. lol
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now where do i go to convert "virgin" models to nif, so i can do the hps in MPE?
I'm guessing you're asking on how to port max files to nif. Look at my texture tutorial. ;) It includes links to the the tools you'll need to export nifs.
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gotchaa.... oyea... i remember asking what build to get.... ok, i got that already
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Thx for the better link ACES! Just be sure to set your MPE Model Scale to 0.01 under the Edit/Options before you start tinkering on your ships, that way your subsystems will be where you put them in the ship, and be carefull not to get addicted to HPing, I spend more time HPing, altering scripts, and designing new weapons then i do playing BC. :D
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thanks for the advice! ill be sure to note that. :)
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Heya i've a little Question about Phasers...
Is there a Way to change the Phasers in Game?
I mean, you can switch in Game to Quantum Torps and so on, can you do this with Phasers to, in Example:
A Button who calls "Phasermodes"
and then you can switch to the different Phasertypes...
I will make this for The USS Cataja, she shall have 2 Phasertypes, wich are changeable
Normal Phasers
Auroraphasers
I think i need a second Hardpoint-Script with the normal Phasers, is this right so?
And where can i start to write the Script, wich lines do i need?
I hope you can help me
By William Hunter
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I think it could be done with a single hardpoint. Just put both phaser types on the same spot and the script then alternately reduces or increases the MinFiringCharge for each type.
I faintly remember that someone (in this forum?) mentioned somebody made a script that does something similar namely switching between a beam and a pulse weapon.(http://fc04.deviantart.net/fs27/f/2008/034/8/c/_confused__by_crula.gif)
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Yeah sounds good^^
But the Energycosts will smash up my Core ;)
And the Auroraphasers are a strong Weaponsystem, wich make a Damage of 5000 Points and i have to switch back to the normal Phasers after use the Auroraphasers^^
Do you remember, who has written the Script to change Phasers to Pulse?
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But the Energycosts will smash up my Core ;)
Both phaser types will be managed by the same master system so they won't draw more power.
And the Auroraphasers are a strong Weaponsystem, wich make a Damage of 5000 Points and i have to switch back to the normal Phasers after use the Auroraphasers^^
You could make it so that the Auroraphasers recharge really slowly.
Do you remember, who has written the Script to change Phasers to Pulse?
Unfortunately I don't know. I think the name wasn't even mentioned. Maybe someone else knows?
EDIT: I found something.
http://bc-central.net/forums/index.php/topic,2347.0.html
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You could make it so that the Auroraphasers recharge really slowly.
really may not be bad way to do, however at the start of combat ALL phasers are charged.
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Well, he said "after he fired the Aurora phasers".
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hi what about a low tech solution
have bothe phasers in the hard point exactly the same so that both fire but the auroa ones are slow recharge.
ie same position but one set is arora
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hi what about a low tech solution
have bothe phasers in the hard point exactly the same so that both fire but the auroa ones are slow recharge.
ie same position but one set is arora
lol that's exactly what teleguy said :P
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oh oops i did not realise he ment what i ment lol sorry :doh:
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oh oops i did not realise he ment what i ment lol sorry :doh:
No, I meant sth else.
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Does anyone know, who maked this Torpedo switches to Disruptor Scripts? and if so, is there a possibilty to get that Script in a PY??
Thnx for Help, and btw
My MPE makes some Bugs, it shows no Textures on the Ships, when they load. All Lines Folders are correct, but there is a Line called
"Model Texturepath suffix (semicollon delimited)"
What do i need for the Line???
Perhaps someone can help me?
By William Hunter
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My MPE makes some Bugs, it shows no Textures on the Ships, when they load. All Lines Folders are correct, but there is a Line called
"Model Texturepath suffix (semicollon delimited)"
What do i need for the Line???
Perhaps someone can help me?
By William Hunter
Mine says
High;..\..\SharedTextures\CardBases\High;..\..\SharedTextures\CardShips\High;..\..\SharedTextures\FedBases\High;..\..\SharedTextures\FedShips\High;..\..\SharedTextures\Misc\High
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thnx Teleguy, it works all correctly now...
Great^^