Bridge Commander Central
BC Forums => BC Scripting => Topic started by: NX-73811 on March 13, 2010, 09:15:49 AM
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i played around a little with Ship Hardpoints useing MPE and now every time i load quickbattle i get this:
TG Python Exception Debug Console.
Type 'resume' to keep running, or 'abort' to kill process.
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Updating FoundationMenu.ShipMenuBuilderDef
Updating FoundationMenu.ShipMenuBuilderDef V2
Repairing ship description outputs...
Foundation Tech loaded
Galaxy Charts v1.5 is online
Gravity FX has been loaded.
BridgeFX Enabled...
CameraFX Enabled...
ExplosionFX Enabled...
SpecialFX Enabled...
WarpFX Enabled...
Slipstream Drive 20070905 Initializing...
DS9FX Initializing...
Custom.ScotchyMaelstrom.ScotchyCampaign
AttributeError: PreLoadAssets
added activation event for re-intergration sequence
ValueError: Empty module name
>>> what can cause that?
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How did you edit the hardpoint? Notepad? BCUT? MPE?
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i played around a little with Ship Hardpoints useing MPE and now every time i load quickbattle i get this:
:)
How exactly did you edit the ships hardpoint NX?
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i played around a little with Ship Hardpoints useing MPE and now every time i load quickbattle i get this:
:)
How exactly did you edit the ships hardpoint NX?
Well excuse me for answering that post before I got some caffeine in my system :funny
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well all in all i did just 3 things with the hardpoint (how is described aswell^^):
1. tryed to add an rapid quantum torpedo launcher as in sovereign class, for this i added one phaser subsystem and changed values to the of the sovereigns subsystem (i edited an Intimidator, so values should be at least nearly same) and i added an pulse susytem for the actual fireing so "rapid launcher" and "rapid torpedo launcher" = "Torpedo Tube" and "Torpedo Tubes" to name clear what i mean.
2. I added one Hull Subsystem "Slipstream Drive 1" picked the location for it (deflector) and entered the values i got, just for 2D i used random X,Y coords
3. I added another Hull Subsystem "Ablative Armour" radius 3 (to have it around the ship until destroyed) a number of hit points (40k i believe) and again i piced locataion in 3D coords and used a random number at 2D
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Does this ship already have a Phaser or Pulse Subsystem?
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before it already had "phaser arrays" so such an subsystem for all the phasers but no pulse fireing subsystem
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Can you post the HP file? Its probably easier to look at that directly.
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sure no problem here it is
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There are two main Weapon Propertys set to pulse. One is called "Rapid Launcher", the other is called "Torpedo Rapid Launcher". AFAIK you only need on of those.
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You seems to have two weapon systems 'Torpedo Rapid Launcher' for your quantums. You can only have one pulse weapon system per ship. However you need one weapon subsystem for each quantum you want to launch from the launcher.
Also check you projectile path and name, make sure you haven't made any typos and that the projectile file exists.
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ah thanks i forgot deleting doubled templetes in local list that screwed it up. thanks again
EDIT: Another question, waht could cause my rapid launcher to not work? i don't even see it in tactical display
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What do you mean by not see it? Do you mean the tactical icons or the weapons control (Torp layout/phaser power)
Remember its a pulse system so will not show up in the latter.
If its the former you will need to get a tactical icon editor to position it correctly.
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well actually i meant when pressing the button for firering disrupters so pulse weapons, nothing happens. i have corrected the tactical display positions but it does not show up there
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I also seem to get the same problem every so often, like 75% of the time
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When a disruptor/pulse weapon doesn't fire in BC, it usually means that the pulse system is not pointing at the projectile script or there is an error in the path.
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also (i could be wrong here, but) - look for something in the hps SetDumbfire (i think) for each weapon... if its labeled 1, and not aimed directly, it will not fire... changing the value to 0 will let it fire even if not directly aimed...
im not sure if this is proper advice, just something i thought of quickly...
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i did now delete both pulse system and "tube" and imported both from the KM Sovereign Hardpoint (where an pulse qunatum launcher is used) and i still have the same problem, is there somthing wrong with the weapon IDs maybe?
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Have you checked the Dumbfire attribute Jimmy mentiioned? Does it fire if you let the computer do the fighting.
If it fires when the computer is in control, check you are using G to fire in manual.
If it doesn't fire, check your weapon ID's match those of other forward facing weapons, and that the 'direction' is set forward on the Y axis.
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i checked everything, Torps IDs are most 5 a very few 6 and group is 5 so i edited the launcher to have ID 5 and group 5. aslo as i said it is bit for bit the same as the launcher in the KM Sovereign Hardpoint, which works fine (exept the pos in tactical weapons display of course)
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also, you need to make sure that the launcher is exactly on the surface of the model, if it is submerged, or outside of it, the weapon will not fire
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i used locater in mpe, and it still won't work on mine
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have you tried powering down phasers in game via phaser intencity bar (on torpedo selection tab) ? I can't fire my pulses on Cortez when phasers are set to 100% but then when they are 50 - standard everything works fine ;)
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i was working on mine on my stock "modding" install
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what are specs of that weapon, max charge, min firing charge etc. from top to bottom.
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there
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Post your HP, it will be much easier to pinpoint the problem ;)
you're using BCUT but have you used MPE ? did you assign a group for forward weapons (usually 1)?
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i just used BCUT to take the screenie
here is the hp
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I think I got it right, try it now
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may you could take a quick look at my hardpoint? i really don't know anymore what even could be wrong there
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Ok after quick look on it I see there are no Shuttle Bay properties (hull property needed) you just have 'object emitters' doubled as : Shuttle Bay 1&2 - Shuttle Bay 1&2 OEP, Shuttle Bay 1&2 properties shoulld be simple 'hull' property named shuttle bay and then you name OEP after it and that's 'object emitter' prop.
Ablative armour is set as critical... buuuu.... it should be taargetable, non-critical, non-primary ;)
but I guess these were shuttle bays that caused problems for you...
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i thought it belonged that way, maybe i misread the ftech readme^^
shuttle launch buttons do now appear (now i realised why they didn't in the first place) although pulse weapon does not still work really weird, in advanced energy management there is a part for pulse weapons right above torpedos but the system is not listed there and continues with torpedos
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what pulse weapon ??? there was none in the HP :lostit:
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there are "torpedo fast fire system" and "quantum torpedo launcher" they are in the HP
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Ah found it in Template List ;) sooo... I see the problem already, you've marked 'slow weapon (AI needs to aim)' option while it is for torpedo only systems, in pulse weapons properties you can only mark 'single fire' option, most likely that's the problem ;) just deselect 'slow weapon' and select 'single fire' option instead to get it working, everything else seems to be fine.
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did what you said, but there is no change
this is the current HP what else could i have messed up?
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ok, list your changes with exact to even single digit this will be helpful.
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uhm okay, first i deleted the turret F torpedo property and then i imported the Sovereign.pyc of the KM Sovereign and copied the quantum the the generic template list of MPE. Then i copeid those 2 templetes to the Intimdator.py all using MPE of course. also i added 2 Hull properties for Slipstream and Ablative Armour. then did this with the Shuttle Bays and at last i did this with the pulse weapons you lately said.
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1. remove Testglow
2. remove smoketest
3. check your shuttle bays [couple are impulse engine property]
4. You might need to remove all the RCS thrusters [not sure there] dont know of a ship uses that
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Testglow and smoketest were on the templates only, would they affect anything at all then ?
RCS thrusters are just fakes, much like deuterium pods or cargo bays on Intrepid pack (WZ) they're just additional points to shot at ;) tho if they were configured with error that might be it but then again any from above listed could have error in it, that's why I asked for all changes he made (obviously original HP works so foult lies somewhere there)
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orginal HP did not have a pulse turret it was just a torp tube
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yeah but when you deleted pulse weapons from HP still it didn't work so I would focus on the rest of HP changes you did as turret doesn't seem to the main problem here.
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i am sorry but i am not sure what you mean by that
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:lostit: oookk, again... so, I presume you deleted that torpedo rapid launcher as I found it in template list but HP still didn't work so I guess the problem is in another property you've edited or added, clear enough ;) ?
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nono i did not delete the rapid torpedo launcher or the quantum torpedo launcher, they are both n template list and a real property. the original HP by CR did have as torpedo lauher "turret F" which i just deleted and put in those rapid launcher and system from the KM Sov HP which actually works
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:lostit: :lostit: then what doesn't work ???
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i meant the sov hp works but the same settings here do not ya c my prob?^^
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have you tried copying quantum turret property alongside with all 4 tubes from either KM 1.0 or from original CG Sov ???
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omg 4 tubes? there is only one in KM sov original CG sov... i ll c
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that depends how they're configured, if there is one tube then max charge should be 4, discharge rate - 1, minimum firing charge - 3 and recharge, somewhere at 0.1-0.2, but if there are 4 tubes then max charge would be 1 as well as minimum firing charge - 1, so yeah 4 tubes are kind of waste on this one and there's bigger possibility that they won't fire when phasers are set to 100% efficiency ingame
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i always was confused by pulse hp settings and how it all worked together (maxcharge, minfiringcharge, cooldowntime, etc)...
i just chose random variables until it felt right lol