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MLeo

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Post Posted: 12-14-2005 10:03 AM Post subject:

Ok, let me see if I can plug it in.


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Post Posted: 12-15-2005 03:40 AM Post subject:

ok i await positive results Smile

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Post Posted: 02-19-2006 09:39 AM Post subject:

Sorry to say, but I have something for you:

Code:

TG Python Exception Debug Console.

Type 'resume' to keep running, or 'abort' to kill process.



Shuttle 1 None

test: Defiant 1

Traceback (innermost last):

  File ".\Scripts\FoundationTech.py", line 1083, in __call__

    oEvent.Cancel()

  File ".\Scripts\FoundationTech.py", line 388, in Cancel

    self._queue.CancelQueued(self)

  File ".\Scripts\FoundationTech.py", line 369, in CancelQueued

    self.dEvents[oEvent._when].remove(oEvent)

KeyError: 0

>>>


(happens when I disengage tractor)


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Post Posted: 02-19-2006 11:26 AM Post subject:

As I've said on a number of ocasions, tractor beam technologies are bugged.

I even think that the interface will have to be changed for it to work correctly.


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Post Posted: 02-25-2006 12:13 PM Post subject:

Just to keep you busy ;)

Code:

Traceback (innermost last):

  File ".\Scripts\Multiplayer\Episode\Mission10\Mission10.py", line 166, in Term

inate

    Mission10Menus.qbGameMode.Deactivate()

  File ".\Scripts\Foundation.py", line 125, in Deactivate

    i.Deactivate()

  File ".\Scripts\Custom\Autoload\000-Fixes20030305-FoundationTriggers.py", line

 65, in Deactivate

    FoundationTriggers.__dict__[key].funcs.remove(self)

KeyError: 8388622

>>>


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Post Posted: 02-26-2006 03:18 PM Post subject:

I'm afraid this isn't FTech related (it's got to do with Triggers).

It looks like some mods that has failed to register properly or removed it self (somehow) but didn't do it correctly?

What mod was it that you were trying to get working (I suppose that was for KM)?


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Post Posted: 02-26-2006 05:34 PM Post subject:

MLeo wrote:

It looks like some mods that has failed to register properly or removed it self (somehow) but didn't do it correctly?

ok how do I activate properly?

MLeo wrote:

What mod was it that you were trying to get working (I suppose that was for KM)?

Well yes. It does work until I end the battle.


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Post Posted: 02-26-2006 06:44 PM Post subject:

My guess would be a mod is overwriting Activate of a Trigger, and not handeling that correctly.


If it's not that, then I'd say somehow 2 triggers are using the same event type.


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Post Posted: 02-26-2006 07:00 PM Post subject:

hmm ok.
So I'll place a print statement in the __init__ section.


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Post Posted: 02-26-2006 09:53 PM Post subject:

You could also try and put it in the Activate statement, to see if the key it tries to access in Deactivate is actually made.


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Post Posted: 02-27-2006 09:40 AM Post subject:

aah yes. the problem was when I canceld the loading of the mp game to early it did qbgamemode.deactive() without having called qbgamemode.activate(). fixed it, thx.


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Post Posted: 03-04-2006 09:40 AM Post subject: THE FILE http://zenonline.com/~dasher/FoundationTechPreview.

The file http://zenonline.com/~dasher/FoundationTechPreview.zip isnt downloading....the link is broken plz help Sad Sad

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Post Posted: 03-04-2006 09:40 AM Post subject: THE FILE http://zenonline.com/~dasher/FoundationTechPreview.

sorry for double posting ***

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Post Posted: 03-04-2006 10:01 AM Post subject: Re: THE FILE http://zenonline.com/~dasher/FoundationTechPrev

deluvas wrote:
The file http://zenonline.com/~dasher/FoundationTechPreview.zip isnt downloading....the link is broken plz help :( :(

this version is outdated. Look on page #8


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Post Posted: 03-04-2006 10:02 AM Post subject:

Take a look at this post:
http://dynamic.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=465599#465599


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Post Posted: 04-01-2006 02:22 PM Post subject:

btw, i still havent been able to fix my breen drainer problem... i think it has something to do with nanofx, because another ship which uses fta2, for a drainer weapon, similar to the breen's, also crashed when the enemy ship was about to be destroyed... but this one, it doesnt even detect it... weird

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Post Posted: 05-29-2006 03:16 PM Post subject:

I've got a quistion about Ftech. And bare with me because I have only read the first page but will it include life support? (I know silly quistion but I was playing with the Defiant pack today and my lifesupport got knocked out so I wondered)


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Post Posted: 05-29-2006 03:23 PM Post subject:

Well, currently there isn't a tech for it, but I suppose that's possible as well, as an ATP adapted tech.


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Post Posted: 05-29-2006 03:35 PM Post subject:

Cool :p thanks


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Post Posted: 07-14-2006 06:59 PM Post subject: FTB

I just got the Foundation Tech as part of KobMaru, and have updated the tech with the latest file here. However, I cannot get Ablative Armour or Multivectral Shields (the only two techs I've tried so far) to work. Through reading the whole thread I know that I already have the Ftech line in the plugin file right. I also have no console errors. I was just wondering, do I need any FTB components before installing FTech? If so, where can I find them?


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Post Posted: 07-14-2006 07:15 PM Post subject:

The package should provide everything you need.

But, try and go to scripts/Custom/Autoload and see if you have "IsoKineticTorp.py" or "IsoKineticTorp.pyc" or "PhasedTorp.py" or "PhasedTorp.pyc", and delete them if you they are present.


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Post Posted: 07-14-2006 07:47 PM Post subject:

They were there, and I deleted them, but it had no discernable effect. Ablative Armour still didn't work. Strangely enough, the console looked the same.


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Post Posted: 07-14-2006 07:51 PM Post subject:

Do you have any lines in the console refering to FoundationTech (and specificly not working or disabled)?

Also, when you run the ship, do you get any lines in the console about it?


Oh and, you do have the mutator on?


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Post Posted: 07-14-2006 08:38 PM Post subject:

Check my first post again, I added a screen cap of the console. This was before I deleted those torp scripts, but the console was the same afterwards. If you remind me how (it's been awhile since I've played BC) I'll post the whole console for you to see. Finally, yes the mutator is on. But from time to time, when I abort the mission and check the mutators, it appears to be off, even though it was on when I started quickbattle.


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Post Posted: 07-14-2006 10:08 PM Post subject:

Are you absolutly sure you got the latest package from this thread?

I think it's this post:
http://bridgecommander.3dactionplanet.gamespy.com/phpBB/viewtopic.php?p=465599#465599

[EDIT] I forgot to mention, if you have the latest package, then you won't get those errors of FTech not being installed.


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Post Posted: 07-14-2006 11:57 PM Post subject:

Yup. 11-26-2005 right? That's the one I have. I just tried reinstalling it over a fresh BC + KobMaru install. Do you think the KobMaru might be causing it? I know it is already supposed to include FTech, but I couldn't find any documentation on where these files are, or what version they are. If anything has been drastically changed since that version, would it cause a problem?


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Post Posted: 07-15-2006 12:29 AM Post subject:

Okay...Hang on. Now I get something different. I found those torpedo files in the folder scripts/custom/techs. So I deleted them too. Now, I have the message: Ablative Armour not installed. See Screen shot for more details. BTW thanks for all the help.


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Post Posted: 07-15-2006 05:23 AM Post subject:

Alright...last update. I got Ablative Armour to work by messing around a bit. I copied the file Ablative Armour.py from scripts\ftb\tech to scripts\custom\techs and BAM! It now works. So, thinking myself to be very crafty, I copied shields.py from scripts\ftb\tech to scripts\custom\techs and BAM! I get the black screen O' Death and its sidekick, the Starfleet cursor. So, thats one down, one to go. I removed it from it's copied location and everything was once again, just peachy. Except of course that I got the console message that
Quote:
Multivectral Shields isn't installed.


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Post Posted: 07-15-2006 10:59 AM Post subject:

I think it's time for a new release with all the files in place and disabling files for the wrong locations.


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Post Posted: 07-15-2006 03:25 PM Post subject:

Sounds good to me. Thanks for bearing with me, and sorry if I'm giving you a headache.


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