Author Topic: How to add weapons to a hardpoint of a ship  (Read 2655 times)

Offline TW1234

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How to add weapons to a hardpoint of a ship
« on: June 23, 2011, 09:09:52 PM »
IVE BEEN SEARCHING LONG FOR THIS ANSWER AND KNOWBODY KNOWS HERE MY QUESTION!  :banghead:
Now i download the weapon Zip and do what the readme says but then when it says in the readme "Just modify or add an Torpedo in the ship of your choice hardpoint file just as you would add a torpedo." i go to the games file go to data/models/ships, i dont know if this is right file but i click the ship i want the weapon to go into but wheres the hardpoint file?list of instructions pls         :help:

                                                                                                           Thanks for any help.  :)               

Offline Locke

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Re: How to add weapons to a hardpoint of a ship
« Reply #1 on: June 23, 2011, 09:12:38 PM »
Start here: http://bc-central.net/forums/index.php/topic,7529.0.html

Get the SDK from here: http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455

Follow the instructions in the tutorial, and check through the rest of the modding tutorials for other MPE notes.  Gets fairly easy when you know what you're doing.

Offline TW1234

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Re: How to add weapons to a hardpoint of a ship
« Reply #2 on: June 23, 2011, 10:12:45 PM »
ok so??? didnt say how to install to game how do i use it?? mann this gonna take long to just find a ship hardpoint  :facepalm:

Offline ACES_HIGH

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Re: How to add weapons to a hardpoint of a ship
« Reply #3 on: June 23, 2011, 10:19:18 PM »
He just told you exactly what you need to do!

Offline Nebula

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Re: How to add weapons to a hardpoint of a ship
« Reply #4 on: June 23, 2011, 10:22:04 PM »
sdk isn't installed into BC it is a sep folder the MPE program is located in it. ...

if you want to add torps to an hp rly all you need is notepad to open the py file (not pyc) and search for torp you should find a a section that has the torp name and number of torps.
hp files are located in scripts\ships\hardpoints.

also @ ACES_HIGH no need to report that post.
Canon is what people argue exists on ships that don't exist.

Offline Locke

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Re: How to add weapons to a hardpoint of a ship
« Reply #5 on: June 24, 2011, 02:01:31 AM »
The reason I recommend MPE to start with is that it is a GFX aide.  You can see the changes in the hardpoints as you add it.  It also tells you exactly what numbers mean what in a hardpoint file.  If you don't already know, or have a hard time processing pages of numbers and letters, MPE gives you a leg up.

And if you really want to edit python by hand, I would seriously recommend Notepad++.  It color-codes (and other stuff) python file entries so that they're easier to understand, and it helps tremendously with keeping everything straight in there.

BTW, follow those links I provided to begin with.  At the beginning of that tutorial I posted, it gives you the location of the hardpoint files. ;)

Offline JimmyB76

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Re: How to add weapons to a hardpoint of a ship
« Reply #6 on: June 24, 2011, 07:13:09 AM »
if you want to edit a ship's hardpoint, the best way to do it is to use Bridge Commander Universal Tool - that program contains instructions on what to do...
if youre unsure what certain values mean, download the SDK (linked above) and look for the modelpropertyeditor.html (i think thats the name of it)...

if you have any other questions please feel free to ask...

Offline TW1234

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Re: How to add weapons to a hardpoint of a ship
« Reply #7 on: June 24, 2011, 10:14:07 AM »
ok so heres a list of what i did to the point i didnt know what to do next:
                              1:downloaded weapon
                              2:did what notepad said copyed the scripts and sfx to root file
                              3:when you said to use BCUT to add the hardpoint do i go to CloakedMine/Scripts/tactical/projectiles and click the python file?because the python file always says its unsupported? :help:

Offline Bones

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Re: How to add weapons to a hardpoint of a ship
« Reply #8 on: June 24, 2011, 10:24:14 AM »
No, open Bridge Commander Universal Tool, go to BC Tools menu and choose Hardpoint Tweaker tool, then load Hardpoint (BCUT should detect automatically where hardpoints are stored, if not then navigate it to 'scripts/ships/hardpoints'. When you have your hardpoint loaded, you can edit whatever you want, if you want to add a torpedo, click on 'Edit Torpedo Properties',a new window will appear, then click 'torpedo tube' property and in lower right corner you will find 4 slots for torpedo scripts, first will most likely store a torpedo script already so you need to put your new torpedo into 2nd or 3rd or 4th slot, you need to type path to the torpedo script it's always like that : 'Tactical.Projectiles.(your-new-torpedo-goes-here)' i.e 'Tactical.Projectiles.PhotonTorpedo'. Simple :)

Offline TW1234

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Re: How to add weapons to a hardpoint of a ship
« Reply #9 on: June 24, 2011, 10:34:48 AM »
but the torpedoes python file didnt show!its in a zipped folder in downloads! :bitch:

Offline Nebula

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Re: How to add weapons to a hardpoint of a ship
« Reply #10 on: June 24, 2011, 10:41:50 AM »
You have to unzip it using winrar or 7zip first
Canon is what people argue exists on ships that don't exist.

Offline Bones

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Re: How to add weapons to a hardpoint of a ship
« Reply #11 on: June 24, 2011, 10:43:58 AM »
but the torpedoes python file didnt show!its in a zipped folder in downloads! :bitch:
no need to shout dude...

then why don't you unpack it into your BC root folder hm ? you don't need instruction for that I guess, it's pretty self explanatory, if not then ... you need to put torpedo script into Scripts/Tactical/projectiles.

Offline TW1234

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Re: How to add weapons to a hardpoint of a ship
« Reply #12 on: June 24, 2011, 01:42:14 PM »
extracted the fiels out the zipped folder and in downloads got to the file and went to the Python file then it said "Invalid hardpoint file. please select a proper hardpoint file to load..." now what do i do? :lostit:

Offline ACES_HIGH

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Re: How to add weapons to a hardpoint of a ship
« Reply #13 on: June 24, 2011, 01:52:42 PM »
which python file did you try to load?  You need to load the one in Scripts/ships/Hardpoints. Not the Projectile file, which goes in Scripts/tactical/Projectiles.  Once the Projectile is in the right folder, you can forget it, that file does not need to be edited at all, you just need to add that file's name to the Hardpoint.

Offline TW1234

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Re: How to add weapons to a hardpoint of a ship
« Reply #14 on: July 05, 2011, 10:31:53 AM »
sorry i was playing another game so i forgot about forum anyways lemme get started. :dontcare:

Offline TW1234

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Re: How to add weapons to a hardpoint of a ship
« Reply #15 on: July 05, 2011, 10:36:07 AM »
sorry to keep asking more questions but when i went to scripts/ships/hardpoints wheres the one to load in there? is it the ship i wanna put it on to? :lostit:

Offline Nebula

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Re: How to add weapons to a hardpoint of a ship
« Reply #16 on: July 05, 2011, 10:52:48 AM »
yup its the ship ya want the torp to be on.
Canon is what people argue exists on ships that don't exist.

Offline Locke

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Re: How to add weapons to a hardpoint of a ship
« Reply #17 on: July 05, 2011, 12:27:49 PM »
I'm curious: why would it be easier to edit using BCUT instead of MPE?  Why not just load the ship in MPE, locate the torpedo system and change the torpedo file location?  Seems it would be easier than what's going on here.  Would prevent the "where's the ship script" and "which script do I load" confusion.

(NOTE to TW1234: Stick with what's already been suggested, unless someone says otherwise!) ;)

Offline Bones

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Re: How to add weapons to a hardpoint of a ship
« Reply #18 on: July 05, 2011, 03:29:07 PM »
Personally I always use MPE simply because when you lern to use it, you won't use anything else :D