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Hardpointer needed

 
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[UFDF] EAGLE

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Post Posted: 09-22-2006 07:53 PM Post subject: Hardpointer needed

As said i require a hardpointer please
i added some additional weapons on to the Kvort
Akira and Excalibur
but i do not know how to hardpoint
For instance
The excalibur now has 176 fastfire distrupters all firing fowards
(dunno why i did it)

if you are willing to do it please contact me via msn
on
www.matthew_wakefield@hotmail.co.uk

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Imperial_Destroyer

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Post Posted: 09-22-2006 08:49 PM Post subject:

um, can you still play it with that many? i tried to add less than that to another ship and i couldn't get it beyond 60 pulse without loosing player controlability


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[UFDF] EAGLE

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Post Posted: 09-23-2006 03:03 PM Post subject:

Imperial_Destroyer wrote:
um, can you still play it with that many? i tried to add less than that to another ship and i couldn't get it beyond 60 pulse without loosing player controlability


I Dont realy know it isnt hardpointed,
but i can fly around with them on,
but because it not hardpointed i cant shoot.

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Post Posted: 09-23-2006 04:23 PM Post subject:

what do you mean "added" as in textures or in the HP but they won't show?


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[UFDF] EAGLE

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Post Posted: 09-23-2006 07:45 PM Post subject:

right look here its the Kvort with the weapons i put on it.

Now it will show ingame the textures ok but they wont shoot because it needs the hardpoints to do so.
So what i am asking is if some1 could please make me these hardpoints.

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Post Posted: 09-23-2006 08:51 PM Post subject:

Boy that is ALOT of firepower , for that ship
just be strait copy of properties in MPE
and realingment


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[UFDF] EAGLE

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Post Posted: 09-23-2006 09:19 PM Post subject:

I will put a pic of the excalibur and akira tommorow

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Post Posted: 09-23-2006 09:47 PM Post subject:

ah, no hp adjustment, just model, i understand
adding it in the HP is not hard, just TIME CONSUMING, and i believe you will hit the 60 pulse weapon ceiling that i did
what you have to do is copy and paste in the HP py file, rename each one, then copy and mod the list at the end to match all the weapons, then use MPE to move them into position


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Post Posted: 09-24-2006 12:07 AM Post subject:

I dont have MPE what ever that is and what about the akira and excalibur

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Post Posted: 09-24-2006 03:03 AM Post subject:

MPE is in the SDK, same thing for them both, however phasers and torps require just a bit more
phasers have to have the "ring" alligned to match the ship model, torps require a little extra stuff to fire right in the um, mode, single, dual, quad, etc, plus there is a spin direction for the mode that is not critical, just makes it look better
if you don't have the py file there are a few tricks to getting it, the SDK has the stock akira hp in it, unless you are modding KM you should have the py file, if not you can trick MPE into opening a pyc file you just have to know the hp's filename


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Post Posted: 09-24-2006 10:44 AM Post subject:

Akira 40 foward 26 left and right 16 rear


Excalibur has 176 foward

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Post Posted: 09-24-2006 01:22 PM Post subject:

my god talk about a 5 o'clock shadow...

and just so you know: pulse weapons are essentially torpedoes the that numerous presense of which will probably destroy your computer, killing your pet cat in the process and quite possibly cause the earth's core to melt!




err i mean it'll be unplayable...


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Post Posted: 09-24-2006 02:29 PM Post subject:

ok, those will have more involved positioning, cause you also have to adjust the direction of the pulse to match the weapon on the model, weapons at 90 deg aren't hard, but those angled ones will be a slight pain


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Post Posted: 09-24-2006 02:37 PM Post subject:

just duplicate an existing cannon and add or subtract small amounts to or from the Direction orientation's X axis box. by small i mean 0.1 at a time or less.


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Post Posted: 09-24-2006 04:22 PM Post subject:

the thing is i dont have the sufficient program to do that lol

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Post Posted: 09-24-2006 07:47 PM Post subject:

alright...wtf? Your making me nuts!

those are just plain ugly.


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Post Posted: 09-24-2006 08:24 PM Post subject:

the MPE is found in the SDK found on bcfiles
the py files can be edited by any text editor, or you can get the python thingy for windows, can't remember where that one is, though with that you have to first right click then select "edit with idle", the python stuff helps, as its color coded, and can find minor errors


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Post Posted: 09-24-2006 09:06 PM Post subject:

Lol well realy all i want is the Kvort doing cus im gona restor the excalibur and akira lol

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Post Posted: 09-25-2006 02:39 PM Post subject:

just get the SDK and learn how to do it yourself, easy scripting and modding, trust me, easy model for you to break your teeth on


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Post Posted: 09-25-2006 11:13 PM Post subject:

kk i did that sdk thing but it didnt work

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Post Posted: 09-26-2006 12:43 AM Post subject:

what didn't work?


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