i'm haveing a hard time editing some phasers. the prob is i edit them in the mpe just the way i want them but when i save the hp and try to play with the ship the phasers won't fire, everything works on the ship but the phasers. does anyone have any ideas?? i can avoid this prob if i only change one thing at a time, but i was wondering if there is anyway around this. thanks for any help!
I'm not sire, but can it be the ID's? You must know I'm not a full time HPer, I script and program more than I do HP's.
Its a real pain to do the phasers especially the fed arcs. I've had your problem occaisonally, I think its to do with the way the scripts are stored when you save the HP. The settings are slightly different that the ones entered, this can throw a phaser of vector, especially if you are doing ventral and dorsal on the same arc, you actually have to reverse the arc coordinates to get it to fire. This is one of the many bugs in the MPE. The only thing I can suggest is trial and error.
LOL. thanks guys. its really no prob i was just curious. thanks again
I've only ever had one problem with phaser fire arcs - the front phasers on my ships fire in the opposite arc horizontally to the one they are supposed to, i.e. my dorsal front left phaser (firing 0-30 degrees horizontally) fires in the -30 to 0 arc, whereas my dorsal front right phaser does the opposite.
All my other phasers fire in their correct arcs, here's some hints that may help:
1 - When defining arcs, go from a low number to a high number. I.e. if you want a cardassian phaser say, that's on the front of a ship, to fire in a symmetrical pyramid centered on the nose, then you'd define the arc horizontally as from -30 to 30, instead of from 30 to -30 or 330 to 30, or 30 to 330.
2 - Make sure that the phasers point out from the ship - the red line denotes the direction that the phaser points in, the 0 degree line that the fire arc centres on. The plane of the red line also determines the plane that the phaser elipse ring occupies.
3 - Give the phasers sequential discrete Weapon Ids, starting at 0 and going up by 1 with each sequential weapon.
In the above example, the red line would have an X value of 0, Y of 1 and Z of zero, assuming that your model goes forwards along the Y axis.
Hope that helps, if not ask a specific question on this thread and I'll answer.