Author Topic: Ship Tweaking  (Read 2824 times)

Offline pr3d4tor

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Ship Tweaking
« on: July 19, 2010, 12:12:25 PM »
Hello,

I downloaded the Stargate Conversion and some other Ships for BC.

Now i want to make some ships stronger. The weapons (Pulse Weapons) should deal more damage. How can i do that? With BCUT?

Could you please help me?

Thank you

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Offline Morgan

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Re: Ship Tweaking
« Reply #1 on: July 19, 2010, 12:54:21 PM »
Welcome to BCC!

It's actually pretty simple to edit things like the strength of ships and weapons. For editing the ships strength, you'll need to edit the hardpoint. Use BCUT to do this (so as you don't make any errors).

1. Open BCUT
2. Select "Hardpoint Tweaker" under "BC Tools"
3. Load your hardpoint (usually *shipname*.py, and it will always be located in your scripts/ships/hardpoints folder).

From there you can change whatever you wish. If you have any specific hardpointing questions feel free to ask (this post is just kind of getting you started).

Now for editing pulse weapons, I don't think BCUT has a plugin for that, so you'll have to use notepad, just be careful at what you edit.

1. Open up your projectile script found in scripts/tactical/projectiles
2. Change the value under "def GetDamage()" to your liking.

You should be all set.

Offline TheConstable6

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Re: Ship Tweaking
« Reply #2 on: July 19, 2010, 02:17:53 PM »
Welcome to BCC!

It's actually pretty simple to edit things like the strength of ships and weapons. For editing the ships strength, you'll need to edit the hardpoint. Use BCUT to do this (so as you don't make any errors).

1. Open BCUT
2. Select "Hardpoint Tweaker" under "BC Tools"
3. Load your hardpoint (usually *shipname*.py, and it will always be located in your scripts/ships/hardpoints folder).

From there you can change whatever you wish. If you have any specific hardpointing questions feel free to ask (this post is just kind of getting you started).

Now for editing pulse weapons, I don't think BCUT has a plugin for that, so you'll have to use notepad, just be careful at what you edit.

1. Open up your projectile script found in scripts/tactical/projectiles
2. Change the value under "def GetDamage()" to your liking.

You should be all set.

Nah, it does. Just be careful. Pulses are much more finnicky than beams, Pred.
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline pr3d4tor

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Re: Ship Tweaking
« Reply #3 on: July 31, 2010, 06:50:24 PM »
Thank you!

It worked.

But now ive got another question:

I have got a ship with only pulse weapons and i want the pulse weapons to be phaser weapons. I want to add a specific phaser from another ship to this ship. I wabt to replace the pulse weapons with Phaser Weapons.

Is this possible? If yes, could you please tell me what i need and what i shall do?

Thank you!

Offline TheConstable6

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Re: Ship Tweaking
« Reply #4 on: July 31, 2010, 08:17:55 PM »
Thank you!

It worked.

But now ive got another question:

I have got a ship with only pulse weapons and i want the pulse weapons to be phaser weapons. I want to add a specific phaser from another ship to this ship. I wabt to replace the pulse weapons with Phaser Weapons.

Is this possible? If yes, could you please tell me what i need and what i shall do?

Thank you!

You can change one pulse to another, or one torpedo to another, in BCUT. To do that edit the line in BCUT called "projectiles" within either the torpedo/pulse file, and find the projectile you want to change it to within the Projectiles folder in the Ships folder. You can't change a pulse to a phaser in BCUT.  You could if you manually edit the hardpoint in Notepad, or if you use an complex tool I generally steer clear of called BCSDK. You should wait for one of the pros to explain to you how to do that. It's different because you would be removing one subsystem from the ship & adding another.

Once again, welcome chappie!
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline pr3d4tor

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Re: Ship Tweaking
« Reply #5 on: August 01, 2010, 05:49:41 AM »
Ok Thank you again!


Changing Pulse Weapons is no problem. But i really have no plan how 2 change Pulse to Phaser Weapons =/

Offline Locke

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Re: Ship Tweaking
« Reply #6 on: August 01, 2010, 10:49:13 AM »
The easiest way I can think of to do that would be with ModelPropertyEditor (MPE) which comes with the SDK found at BC Files.  It'll be a finicky process, but it should work well enough to do what you're attempting.  What ship are you working with?

Offline pr3d4tor

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Re: Ship Tweaking
« Reply #7 on: August 01, 2010, 05:11:38 PM »
Thanks.

I downloaded Bridge Commander SDK and opened Model Property Editor and i opened the ship i want to edit.

But i really have no plan how to delete the pulse weapons and how to add phasers from the other ship =/

Can you guys help me?

I would really appreciate that :)

EDIT: I downloaded the MPE Tutorial. But it doesnt helpt me editing my weapons :(



Greetings
pr3d4tor

Offline teleguy

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Re: Ship Tweaking
« Reply #8 on: August 01, 2010, 05:52:34 PM »
Property->show template list->new->weapon system->rename template "Beam Weapons"->edit->type: phaser

Property->show template list->new->phaser->rename template "Beam 1"
Property->show template list->new->phaser->rename template "Beam 2"
continue till you have as many beams as you like
close template list
add property->Beam Weapons->ok
add property->Beam 1->ok
add property->Beam 2->ok
...
doubleclick first pulse weapon->subsystem properties
doubleclick Beam 1 ->subsystem properties
copy the 3D position x,y and z coordinates of the pulse weapon to the 3D coordinates of Beam 1 so that both weapons share the same coordinates
go to tab "Phaser"/"Pulse Weapon" and copy and paste the "Orientation" and "Angles" boxes

repeat for all weapons
delete the pulse weapons

You still have to adjust damage, recharge rate etc and the beam color to your liking.




 



Offline pr3d4tor

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Re: Ship Tweaking
« Reply #9 on: August 01, 2010, 06:29:31 PM »
Thank you.

But my model property editor crashes if i want to add "Beam Weapons"

I use Windows 7.

Whats the problem with it? Or is there another possibilty to add Beam Weapons with another program?

Offline deadthunder2_0

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Re: Ship Tweaking
« Reply #10 on: August 01, 2010, 06:30:57 PM »
copy sdk from the zip to a folder on the desktop (the whole zip)
it should work using the sdk on your desktop
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Offline pr3d4tor

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Re: Ship Tweaking
« Reply #11 on: August 01, 2010, 06:40:17 PM »
Hm. Doesnt work. Dont know whats wrong. Could it be possible, that there are some errors with my game paths? Theres something wrong with them since i installed a few mods.

Offline deadthunder2_0

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Re: Ship Tweaking
« Reply #12 on: August 01, 2010, 07:02:13 PM »
there is another exe, i forgot the name, but it is with mpe, run it
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Offline pr3d4tor

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Re: Ship Tweaking
« Reply #13 on: August 01, 2010, 07:37:29 PM »
This is the only exe file in the ordner with mpe in it.


Offline deadthunder2_0

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Re: Ship Tweaking
« Reply #14 on: August 01, 2010, 08:11:28 PM »
no py files?
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Offline teleguy

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Re: Ship Tweaking
« Reply #15 on: August 02, 2010, 04:10:51 AM »
Thank you.

But my model property editor crashes if i want to add "Beam Weapons"

I use Windows 7.

Whats the problem with it? Or is there another possibilty to add Beam Weapons with another program?

There's a reg file in that folder, run that first.
Then load the hardpoint.
In MPE there's a box to the right that says "+ noname". Click on the "+" and continue till you get to "scene root" and select it. Now you should be able to add weapons without crashing MPE.

Offline pr3d4tor

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Re: Ship Tweaking
« Reply #16 on: September 15, 2011, 01:00:59 PM »
Sorry for posting in my 1 year old thread.. but i dont want to open a new one for this question.

Some weapons simply ignore shields and directly hit the ship/hull.

How is this possible? What values have to be added to the .py file of the torpedo?

I am talking of Ancient drones (Stargate Mod) or the Kessok torpedos from BC Supermod.. they all "cut" trough shields

Offline Jb06

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Re: Ship Tweaking
« Reply #17 on: September 15, 2011, 01:13:52 PM »
That's because they use the phase mod LJ made which makes them pass through shields intentionally.

Offline pr3d4tor

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Re: Ship Tweaking
« Reply #18 on: September 15, 2011, 01:15:16 PM »
Ok. How can i add this for xxx torpedo?

Offline King Class Scout

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Re: Ship Tweaking
« Reply #19 on: September 15, 2011, 07:42:17 PM »
Sov added the ability to tack special effects onto the the latest version ofBCUT, including Phased Torps

HA.  beat ya, sov!
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