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The Mpe Q & A Thread.
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Laurelin

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Post Posted: 01-04-2004 06:18 PM Post subject:

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 Smile


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NeoKaede

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Post Posted: 01-04-2004 07:31 PM Post subject:

Ouch! yeah, youīre right. I should look the stock scripts more often Rolling Eyes

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 Confused

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Post Posted: 01-04-2004 07:44 PM Post subject:

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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Post Posted: 01-04-2004 08:05 PM Post subject:

Pues claro, maldita sea! Surprised

Itīs a battery, it doesnīt produce energy! Now everything makes sense... Rolling Eyes

thanks a lot Phoenix

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Post Posted: 01-04-2004 08:35 PM Post subject:

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. Mr. Green


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Post Posted: 01-10-2004 04:10 AM Post subject:

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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Post Posted: 01-10-2004 06:56 AM Post subject:

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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Post Posted: 02-01-2004 12:53 PM Post subject:

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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Post Posted: 02-05-2004 11:43 PM Post subject:

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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Post Posted: 02-06-2004 01:26 AM Post subject:

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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Post Posted: 02-06-2004 02:39 AM Post subject:

Hmmmmm.....She CAN answer questions correctly.....intersting...Razz

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 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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Post Posted: 02-06-2004 05:16 PM Post subject:

USS Phoenix wrote:
Hmmmmm.....She CAN answer questions correctly.....intersting...Razz

Exactly how small did you make tha arc? Also, does it fire straight forward relative to the ship, or at an angle?


ok that was the problem, too little arcs and that bug with the horizontal direction.thanks. Smile

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Post Posted: 03-13-2004 04:00 PM Post subject:

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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Post Posted: 03-13-2004 04:49 PM Post subject:

That's normal with MPE, most Ships' Textures don't show there.


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Post Posted: 03-13-2004 05:27 PM Post subject:

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 Razz


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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Post Posted: 03-13-2004 07:45 PM Post subject:

hmm, i still cant seem to sort it

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Post Posted: 03-13-2004 07:50 PM Post subject:

Well, the Point is: It's not bad when the Textures don't show up there. The Model is still allright, so are the Textures and you can just ignore that and go on make your Hardpoint.


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Post Posted: 03-13-2004 08:20 PM Post subject:

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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Post Posted: 03-15-2004 07:17 PM Post subject:

Does anyone know how to get rid of the white ships and have textures?

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Post Posted: 03-15-2004 10:54 PM Post subject:

Thunder wrote:
Does anyone know how to get rid of the white ships and have textures?

I'll just quote Laurelin for the answer. Razz
Quote:
Edit, options set the default model directory and the texture path.


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Post Posted: 03-16-2004 03:59 PM Post subject:

ive done that, i think

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Post Posted: 03-20-2004 07:51 PM Post subject:

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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Post Posted: 03-20-2004 08:14 PM Post subject:

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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Post Posted: 03-21-2004 01:19 AM Post subject:

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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Post Posted: 03-23-2004 03:03 PM Post subject:

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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Post Posted: 03-23-2004 09:30 PM Post subject:

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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Post Posted: 03-23-2004 09:33 PM Post subject:

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


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Post Posted: 03-23-2004 09:35 PM Post subject:

...... and one more thing never finished by TG. Thanks Phoenix.

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Post Posted: 03-23-2004 09:42 PM Post subject:

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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Post Posted: 03-24-2004 01:05 AM Post subject:

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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