where is the hardpoints file for adding weapons to ships and what program do i open it with?
But first you must open the shipname.py from the hardpoints folder, and add the weapon with wordpad.
Lets say you have a weapon called Dorsal Phaser 1 on the top line in "quotes". You'll see a whole bunch of DorsalPhaser1.blahblahblah going down the left side.
If you want a second dorsal phaser, you need to change the one in quotes to
Dorsal Phaser 2 Then find ALL occurences of DorsalPhaser1 and change the 1 to a 2. (it's real easy to copy the whole section into MS word and use the find/replace all function) DOn't do search and replace for just the number. You'll screw things you don't want screwed with.
Remember, it's also case sensetive.
You also need to declair it at the bottom: (the window screwed it up a bit) pObj.AddToSet("Scene Root", prop) prop = App.g_kModelPropertyManager.FindByName("Disruptor 2", App.TGModelPropertyManager.LOCAL_TEMPLATES) if (prop != None):
there is an example of such a declaration. This one is for a Disruptor 2. It doesn't matter which you copy and paste, you can use a warp engine or whatever, but paste it back in, then change the thing in quotes (Disruptor 2 in this case) to Dorsal Phaser 2. Again, watch case. Then save. (you should probably backup a hardpoint file before editing and after each save and succesfull test, even once you get the hang of it, as dumb mistakes and MPE screwups can wipe your harpdoint file clean.)
Then you're ready to go in the MPE and change the arc. Loops are a little tricy. IF it's a loop from a phaserbank, that phaser will fire from the loop, even if it's 50 meters off the port side in open space. About all I can say for this part of the job is play around. Remember, hitting cancle on the weapons window will return it to normal. Hitting ok will save your changes to that weapon (you still need to use the main save to save the file itself)
thanks!!! that really helped!