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[UFDF] EAGLE
Ensign

Age: 18
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Joined: 03 Mar 2006
Posts: 141

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Is there a way you can actually target a planet to shoot at it and distroy it??
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tiqhud
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Joined: 28 Aug 2004
Posts: 1067
Location: this Desktop

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Not in all my trying, even scripting a Planet as a ship, it did not look right (to small)
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_________________ TiqHud - COE
I didn't do it
If we don't learn from our Mistakes, we will surely repeat them.
It is all the little details, that cause headaches.
According to the way society is going, I'll need a college Degree just to change a light bulb
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MLeo
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tiqhud
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setscale where?
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_________________ TiqHud - COE
I didn't do it
If we don't learn from our Mistakes, we will surely repeat them.
It is all the little details, that cause headaches.
According to the way society is going, I'll need a college Degree just to change a light bulb
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MLeo
Fleet Admiral

Age: 22
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On the "ship" you get from loadspacehelper.CreateShip
And it's "SetScale", not "setscale". It takes a single decimal parameter, where 1 is normal size (if memory serves me right). You will have to experiment a bit to get the right size.
It's been a while, but I think the effects are "stackable", so if you call SetScale(2.0) twice, your object will be 4 times as large as the original.
A grosly simplified example:
Code: | pPlanet = loadspacehelper.CreateShip(<Your parameters>)
pPlanet.SetScale(12.0) |
The 12 is an arbitrary value (though I think that's a fairly good estimate).
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How to beat the Black Screen Of Death and Script problems Also handles Console/Screen/Error report/dump.
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tiqhud
Pro-Captain


Joined: 28 Aug 2004
Posts: 1067
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Yep, I should have typed SetScale, the script is so paticullar
I have looked all over in the ships scripts (custom\ships-,scripts\ships-, hardpoints-, I can't locate a loadspacehelper" command)
bet cha my find is messed up, Oh charmed, just what I need
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_________________ TiqHud - COE
I didn't do it
If we don't learn from our Mistakes, we will surely repeat them.
It is all the little details, that cause headaches.
According to the way society is going, I'll need a college Degree just to change a light bulb
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jwattsjr
Rear Admiral


Age: 38
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Using that method will add it as a "ship", but your going to have more scripting to do to get it to show up in the Helm menu as a planet.
I've got a modded install that does it, but instead of using overrides and plugins, I just edited the scripts.
There were several files involved, but the only one I can remember at the moment is HelMenuHandlers.py. I did the experiment a couple of years or so ago.
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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
Posts: 612
Location: Wandering the halls of sanity

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I would think even in the latest Trek universe destroying an entire planet is impossible, but a couple of ideas come to mind:
1. create a traditional planet and litter the surface with installations that the game engine sees as 'ships', that way you can destroy the installations but keep the planet intact. You could also alter the 'ships' orbit height and put installations on mountain tops and in valleys.
2. create a planet that the game engine sees as as an asteroid, so it could be destroyable. I just don't know if you could get an 'asteroid' to orbit another body like the sun.
Mleo could prolly make it work.
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sfc3fan
Lieutenant Commander


Age: 21
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Joined: 24 May 2003
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Location: The Edge of a new frontier

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Orbiting another body is easy and can be done with AI Check out My Homeworld Mod It has some targetable planets and orbiting moons complete with lightmaps.
Edit:
Oh yeah traditionally one posts links to things.....whooops
http://teamlynxifer.co.uk/bcc/index.php/topic,319.0.html
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_________________ "I have So Many Ideas and So little time to do them" Rob Archer Of Star Trek: New Frontier Project

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