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The Mpe Q & A Thread.
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Shinzon

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Post Posted: 05-18-2006 09:41 PM Post subject:

you need to position the weapon to fire in the right direction... also, it needs to be placed in the right spot on the model as well

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CP1985

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Post Posted: 05-18-2006 11:02 PM Post subject:

Why would MPE not save the new weapon system though? Perhaps someone could point me to a detailed explanation of how to add a phaser to a ship. I recall one time I actually got the disruptor beam to show in game as a targetable subsystem. When I switched to the ship it wouldnt fire, and there was no indication that the ship even had one. (There was no High or Low intensity phaser option.)

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Post Posted: 05-19-2006 06:24 PM Post subject:

when you do edit work on an HP it is useful if you remove the corresponding Pyc file


Example:: Galaxy.py (add a new phaser system)
(look in scripts) and delete the Galaxy.pyc file

((the game makes a new pyc file anyway-using the information in the py))
Smile


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Post Posted: 05-20-2006 12:39 AM Post subject:

Ok thanks for the suggestion, I shall try that and see how it works. I've never needed to delete the .pyc before just editing existing stuff. So maybe thats where the problem lies.

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Post Posted: 05-20-2006 01:53 AM Post subject:

Ok I just tried again to do this, it did not work. I even tried adding the systems manually. I even got the right arc angles that I want from trying this for the hundreth time. MPE does not save the new systems. I cant figure out what im doing wrong. After manually adding the new systems directly to the file I opened BC up but my ship wouldnt load. - Ok I went back and opened up the file, I noticed a small mistake. I'll resave the file and try again. Nope it didnt work. lol ok I took another look at it, bc I copied a disruptor template and just redid the parameters I failed to rename the script to the name of my weapon. I just noticed several more mistakes, I corrected them all , deleted the .pyc file opened the game up and it still wont load. Im seriously about to give up.

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Post Posted: 05-20-2006 01:01 PM Post subject:

Ah,,, question ,,, did you take Off the attrribute "READ ONLY' off of every file that is in MPE (the place where you put it),,, When I first got MPE every file had the attribute READONLY and I could not do saveings on things,,, but when I removed the Read only attribute every thing saved fine,,,
try removing that and reedit your py then save (make sure that py doesn't have the readonly attribute

((some files when they are compressed then uncompressed to your computer, take on the ReadOnly attribute))


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Post Posted: 05-20-2006 01:18 PM Post subject:

is the file even being updated at all? iirc most .py files are not read-only but some .pyc files are.

also keep in mind that what appears in MPE is NOT quite what appearsingame. you need to flip the horizontal angle numbers, but not the signs so that it appears sort of backwards in MPE


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Post Posted: 05-20-2006 05:55 PM Post subject: Two Q's

I've realized that sometimes subsystems (particularly impulse engines and warp engines) appear in the wrong place on a ship ingame, but when I open MPE the system is in the exact position it should be in. For example the P81 Akira has this problem with it's impulse engines. Any ideas?

Another problem, is once I edit a hardpoint on some ships, when I play against the ship as soon as the ship takes the littlest amount of damage the ship model gets really strange (I'll post a pic in a minute). As a hint, it only seems to happen if I change the torpedo system in some way, such as torp type or max ready. And again, this does not happen when I am controlling the ship, only if I am fighting against it. This happens on the CG sovvie's dorsal saucer.

Any help would be greatly appreciated.

-Edit: Well the game just made a liar out of me, as you can see in this screenshot my ship has this problem instead of my enemy. But anyway, here is the pic.

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Post Posted: 05-20-2006 07:05 PM Post subject:

looks like your video card is artifacting... are you overclocking it at all?

the hardpoint locations sometimes jump around like that. i've yet to get a firm grip on why though i'm pretty sure it's related to where something else is located relative to the one that jumped.


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Post Posted: 05-20-2006 08:15 PM Post subject:

delete the vox files in the model folder


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Post Posted: 05-20-2006 08:45 PM Post subject: Wow, thanks

Thank you for the very speedy reply, this is a great community!

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Post Posted: 05-21-2006 04:39 AM Post subject: About the VOX...

Thanks for the tip lost_jedi, worked like a charm. What do the VOX files do, BTW?

To Paegus: no, I'm not overclocking my video card, it has to last me for some time yet, and I'm not taking any chances.

Again, thank you!

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Post Posted: 05-24-2006 03:20 AM Post subject:

Sorry I havent visited this thread in a few days, Unfortunately all files im loading into MPE do not have 'Read Only.' MPE will allow me to save every other change I make to the ship but not a new hardpoint. Right now I've moved into something else interesting. Re hardpointing TOS and TMP ships to near estimated cannon stats. (Constitution class has a shield capacity 4.5 times less than the Galaxy Class, however the Constitution was a great deal more manueverable.) I converted the BOP to the one in ST:3, even made my own torpedo which looks kind of like the one in the movie. I would still like to learn how to do phasers though eventually, but thanks everyone who took the time to reply to this. Its very much appreciated.

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Post Posted: 05-26-2006 02:23 PM Post subject:

phasers are pretty easy if you keep in mind that MPE shows thing on a slightly altered coordinate system.

Paegus wrote:
also keep in mind that what appears in MPE is NOT quite what appearsingame. you need to flip the horizontal angle numbers, but not the signs so that it appears sort of backwards in MPE


the pictures explain it pretty comprehesively i think...


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Post Posted: 04-09-2007 09:33 PM Post subject:

Code:
Checking File Structures...

===========================
FileNameHigh:
D:\Program Files\Activision\Copy of Bridge Commander\es\Activision\Copy of Bridge Commander\scripts\ships\conceptship2.py
# This file was automatically generated - modify at your own risk.
#

import App
import GlobalPropertyTemplates
   # The line below is needed by the editor to restore
   # the name of the parent script.
ParentPropertyScript = "Ships.Hardpoints.conceptship2"
if not ('g_bIsModelPropertyEditor' in dir(App)):
   ParentModule = __import__("Ships.Hardpoints.conceptship2
--> ERROR:  Missing File!!!
===========================

===========================
Name:
D:\Program Files\Activision\Copy of Bridge Commander\scripts\ships\gram Files\Activision\Copy of Bridge Commander\scripts\ships\conceptship2.py
# This file was automatically generated - modify at your own risk.
#

import App
import GlobalPropertyTemplates
   # The line below is needed by the editor to restore
   # the name of the parent script.
ParentPropertyScript = "Ships.Hardpoints.conceptship2"
if not ('g_bIsModelPropertyEditor' in dir(App)):
   ParentModule = __import__("Ships.Hardpoints.conceptship2.py
--> ERROR:  Missing File!!!
AND .PYC was not found!  \scripts\ships\gram Files\Activision\Copy of Bridge Commander\scripts\ships\conceptship2.py
# This file was automatically generated - modify at your own risk.
#

import App
import GlobalPropertyTemplates
   # The line below is needed by the editor to restore
   # the name of the parent script.
ParentPropertyScript = "Ships.Hardpoints.conceptship2"
if not ('g_bIsModelPropertyEditor' in dir(App)):
   ParentModule = __import__("Ships.Hardpoints.conceptship2.pyc
--> ERROR:  Missing File!!!
===========================

===========================
HardpointFile:
D:\Program Files\Activision\Copy of Bridge Commander\scripts\ships\Hardpoints\s\Activision\Copy of Bridge Commander\scripts\ships\conceptship2.py
# This file was automatically generated - modify at your own risk.
#

import App
import GlobalPropertyTemplates
   # The line below is needed by the editor to restore
   # the name of the parent script.
ParentPropertyScript = "Ships.Hardpoints.conceptship2"
if not ('g_bIsModelPropertyEditor' in dir(App)):
   ParentModule = __import__("Ships.Hardpoints.conceptship2.py
--> ERROR:  Missing File!!!
AND .PYC was not found!  \scripts\ships\Hardpoints\s\Activision\Copy of Bridge Commander\scripts\ships\conceptship2.py
# This file was automatically generated - modify at your own risk.
#

import App
import GlobalPropertyTemplates
   # The line below is needed by the editor to restore
   # the name of the parent script.
ParentPropertyScript = "Ships.Hardpoints.conceptship2"
if not ('g_bIsModelPropertyEditor' in dir(App)):
   ParentModule = __import__("Ships.Hardpoints.conceptship2.pyc
--> ERROR:  Missing File!!!
===========================




help?


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Post Posted: 04-10-2007 01:27 AM Post subject:

never ever ever ever ever use BCMP's File Checker - it is completely outdated and does not function properly - in fact, it will tend to disable alot of things in your install...


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