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Laurelin
Pro-Captain


Joined: 09 Mar 2002
Posts: 1009

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NeoKaede wrote: | WarpCore.SetPowerOutput(5000.000000) |
5000? the stock sovie had a power output of 1200. At over 4x the power output, no wonder the scale is off the menu 
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NeoKaede
Lieutenant Commander


Joined: 16 Oct 2003
Posts: 669
Location: Spain

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Ouch! yeah, youīre right. I should look the stock scripts more often
But thereīs one thing i donīt understand: if "power output" is the power produced by the warp core, why the main battery has a higher rating? in the stock sovvie, is 1200 for the first, and 200000 for the second 
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USS Phoenix
Department Head, CTU Field Operations BCU Mod Team


Age: 27
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Location: The only place I wanna be.

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The main battery is hoe much power in STORED in the battery. So, if you exceed the output of your core, you start drawing from the battery. Like, if you draw 100 units a second, 1200 would only last twelve seconds on battery life.
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NeoKaede
Lieutenant Commander


Joined: 16 Oct 2003
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Location: Spain

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Pues claro, maldita sea!
Itīs a battery, it doesnīt produce energy! Now everything makes sense...
thanks a lot Phoenix
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USS Phoenix
Department Head, CTU Field Operations BCU Mod Team


Age: 27
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NeoKaede wrote: | Pues claro, maldita sea! |
It is clear, Then something I don't understand. I know a little Mexican-Spanish.
No problem, that's one of those things that I learned cause I was tired of ti confusing me. 
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ocmarsh
Cadet 2nd Class

Joined: 06 Jan 2004
Posts: 50

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I know this question has been asked, but never answered in a way that fixes it on the ship I am modding. I have been adding more disruptor beams onto the stock warbird. I have one on either side of the lower "neck" of the ship, and one on either side of the "tail" end. The graphical interface in MPE shows them having arcs that point directly to the side, but they all fire directly forward, like the original disruptor beam. How do I get the beams to fire where the cones in MPE say they will?
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Laurelin
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This makes a phaser face left. If x was 1, it would fire to the right.
What horizontal angle do you have it set at? If they don't match, you have to reverse the numbers.
i.e. If your arc is Start -5, End 80 would have to be in the MPE as Start: -80, End: 5. If you don't swap them, they will fire in the opposite angle you see them in the MPE.
This only happens with the horizontal arc. The Vertical one isn't bugged.
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Brett008
Commander

Age: 26
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Joined: 20 Oct 2002
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Location: Australia

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ok I got a problem
I cant load the model script, try adding anything to the model and finish setting up its properties before mpe crashes
So I cant modfiy or add anything to it
Any ideas?
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NeoKaede
Lieutenant Commander


Joined: 16 Oct 2003
Posts: 669
Location: Spain

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hi again. a new question. I want to make some phasers to fire in a straight line, only when the target is in front of the emitter. Ive tried making very small arcs for them, but now the phasers dont fire. any ideas?
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Laurelin
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It takes a few seconds for the phasers to power up and fire, so if your arc is too small, you'll be out of it before they ever fire. Play with widening the arc and see if you can find something you can live with.
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USS Phoenix
Department Head, CTU Field Operations BCU Mod Team


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Hmmmmm.....She CAN answer questions correctly.....intersting...
Exactly how small did you make tha arc? Also, does it fire straight forward relative to the ship, or at an angle?
Quote: | ok I got a problem
I cant load the model script, try adding anything to the model and finish setting up its properties before mpe crashes
So I cant modfiy or add anything to it
Any ideas? |
For that, are you trying to open a .py or a .pyc file? Also, Are you sure you are pointing to the "scripts/ships/hardpoints" folder, and not just "scripts/ships" ?
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NeoKaede
Lieutenant Commander


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USS Phoenix wrote: | Hmmmmm.....She CAN answer questions correctly.....intersting...
Exactly how small did you make tha arc? Also, does it fire straight forward relative to the ship, or at an angle?
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ok that was the problem, too little arcs and that bug with the horizontal direction.thanks. 
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Thunder
Lieutenant JG


Joined: 22 Dec 2003
Posts: 275
Location: Manchester UK

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i wanna edit a ship, say the P81 intrepid, and i get the ship, and its white, theres no detail or nothing, wahts wrong ?
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Matsch-Klon
DabwI' tlhIngan loD - resident Klingon guy yo' 'aj


Age: 22
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Laurelin
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Joined: 09 Mar 2002
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Edit, options set the default model directory and the texture path.
Guess you musta missed that part while you were reading the modelpropertyeditor.html document that came with the sdk
Matsch-Klon wrote: | That's normal with MPE, most Ships' Textures don't show there. |
No it's not. ALL ships textures show up there if you tell it where to find them.
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Thunder
Lieutenant JG


Joined: 22 Dec 2003
Posts: 275
Location: Manchester UK

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hmm, i still cant seem to sort it
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Matsch-Klon
DabwI' tlhIngan loD - resident Klingon guy yo' 'aj


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Thunder
Lieutenant JG


Joined: 22 Dec 2003
Posts: 275
Location: Manchester UK

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how can i position say, a new torpedo launcher when i cant see where to put it, the whole ship is white, the only way i know its there is because its on a black back ground
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Thunder
Lieutenant JG


Joined: 22 Dec 2003
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Location: Manchester UK

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Does anyone know how to get rid of the white ships and have textures?
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USS Phoenix
Department Head, CTU Field Operations BCU Mod Team


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Thunder wrote: | Does anyone know how to get rid of the white ships and have textures? |
I'll just quote Laurelin for the answer.
Quote: | Edit, options set the default model directory and the texture path.
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Thunder
Lieutenant JG


Joined: 22 Dec 2003
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Location: Manchester UK

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ive done that, i think
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hey, i need help.
how do i add anything to the model? MPE starts up saying there's no model script, is that normal?
oh, and when i click add property, the only things that i can add are templates, and if i add those, MPE crashes. i can't add anything else, like phasers, etc.
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_________________ You are the Centurion Class Warship, Starfleet's newest and most advanced Prototype. Enemies and Allies alike stare in awe at your capabilities. You are the Federation's Defender, built solely for battle.
In the beginning, there was man. For a while, everything was perfect. Then man created Bridge Commander. Thus, in doing so, man had sown the seeds for a massive surge of modding...
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Laurelin
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Joined: 09 Mar 2002
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It's much easier if you load a model script to begin with, and then modify it for your ship. That way you don't leave out anything important.
After you load the script, check the "Named Objects" box, then click on Scene Root and you will see the list of systems on the left.
Now you can add templates or change/delete the things already there.
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ok, did that.
now i'm trying to add another port and starboard warp engine (ship has four nacelles). however, i already have a port and starboard warp engine, and i can't add another.
or, i'm just screwing up somewhere. help?
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_________________ You are the Centurion Class Warship, Starfleet's newest and most advanced Prototype. Enemies and Allies alike stare in awe at your capabilities. You are the Federation's Defender, built solely for battle.
In the beginning, there was man. For a while, everything was perfect. Then man created Bridge Commander. Thus, in doing so, man had sown the seeds for a massive surge of modding...
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Laurelin
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ISS_Explorer wrote: | ok, did that.
now i'm trying to add another port and starboard warp engine (ship has four nacelles). however, i already have a port and starboard warp engine, and i can't add another.
or, i'm just screwing up somewhere. help? |
Umm, you can't have 2 things with the same name, how would the game know the difference? Make up new names if you have to just call them port warp 1 and port warp 2
Phoenix wrote: | ...i want to be able to add more torpedos and Phasers... |
Property, Show Template List, then one of 2 options:
Harder: New, Phaser or Torpedo Tube from the list.
Easier: Highlight one of the current weapons, and click Duplicate, then give it a new name.
Click ok
Add Property, scroll to the bottom of the list and pick your new system and click ok. Now you can put it when you want and make any changes to it.
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NeoKaede
Lieutenant Commander


Joined: 16 Oct 2003
Posts: 669
Location: Spain

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Ive seen when i add a probe launcher to my ships, mpe offers the possibility to add a decoy. is it like in sfc, a deco for guided weapons? cause ive never seen it in game.
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USS Phoenix
Department Head, CTU Field Operations BCU Mod Team


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AFAIK, that decoy launcher system doesn't work. But then again, I only tried it once, a long time ago.
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NeoKaede
Lieutenant Commander


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...... and one more thing never finished by TG. Thanks Phoenix.
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USS Phoenix
Department Head, CTU Field Operations BCU Mod Team


Age: 27
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Yeah... I think that even if it did launch, it wouldn't act as a decoy and distract enemies and such.
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Phoenix
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Quote: | Property, Show Template List, then one of 2 options:
Harder: New, Phaser or Torpedo Tube from the list.
Easier: Highlight one of the current weapons, and click Duplicate, then give it a new name.
Click ok
Add Property, scroll to the bottom of the list and pick your new system and click ok. Now you can put it when you want and make any changes to it. |
Well i'll be, ok i followed ur intrauctions and all i can say is, THANK YOU SOOOOOOO MUCH
my ship now has all the weapons i wanted it to and some, all i can say is u really are the queen of hardpoints! thanks a million!!!!
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_________________ FLEET ADMIRAL PHOENIX OF THE FALLEN ANGEL SQUADRON. Captain to the FAS_ KADET!
?ĦǾЭŇĬX?={₣эŦŦ}=Ĵ=
Part owner of the ?ITH-E-MART?
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