Problems with Weaponediting -1 reply

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=PreDator=

-< trophyhunter >-

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13th January 2005

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#1 13 years ago

Hi, I downloaded the Cloaked Firing Mutator for BC today. The Scimitar an a new BOP were included in that package. So now to my problem: The ships look great and the cloaked firing works, but the scimitar has no weapon sounds and the BOP just an torpedo tube an no disruptors. Are there any programs to fix these probs? And how do I fix them? I hope one of you can help me :( thx in advance =PreDator=




blurb23

I take what n0e says way too seriously

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28th November 2004

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#2 13 years ago

the MPE should do it, but i never really tried that... too confusing




elminster

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26th October 2002

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#3 13 years ago

Moved to MPE forum.




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-< trophyhunter >-

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#4 13 years ago

ok, I downloaded mpe and tried to add the disruptors to the bop py-hardpoint file with help of the tutorials in this forum, but it wasn't working. So I copied the Disruptors from the normal BOP's py file to the new BOP's py file (i thought that has to work), but no disruptors in game at all. :uhm: The same thing with the scimitar. I wrote the name of the sound file in the correct box (in the py hardpoint file) ->> no sound :bawl: Is anybody here, who understands this mpe program und who can help me?




blurb23

I take what n0e says way too seriously

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#5 13 years ago

there is an MPE tutorial, but that didnt help me either...

hm... well, did you use the stock BoP's py file onto a non-stock BoP? that could be the problem, because sometimes the hardpoints on the ships themselves are different...

for the scimi problem, are you sure you spelled everything right, and the sound actually works (test it in windows media or something)




elminster

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26th October 2002

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#6 13 years ago

Did you just copy the template lines?

You need to add the disruptors into the active systems at the end of the HP. You'll see several lines adding the other systems.




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-< trophyhunter >-

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#7 13 years ago

Scimi prob: The name of the file is nemesis.wav and i tested it with winamp. I wrote "nemesis" in the box "Fire Sound" which you can find by double clicking onto the weapon in the template list and then selecting "energy weapon". Normaly it should work. Can the Bit Rate of the wav file be the cause of the prob? BOP Prob: No, i didn't just copy the py file of a stock bop and overwrote the new bop py file. I copied the "disruptor" template from the stock bop py hp file in the new bop py hp file. I haven't done sth. with active systems. Where can I add the Disruptors to the active systems? With the mpe?




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-< trophyhunter >-

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#8 13 years ago

UPDATE: Ok, I forgot to press "add property". So, now the Disruptors are working. (it looks great ^^) Two last questions to the BOP: 1) Where can i change the color or model of a torpedo? e.g.: The new BOP uses a new torpedo which is green. But I want it to look like the standart klingon topedo. What shall I do? 2) Where can I change the damage of a weapon or the power of a shield? Is it the Box "hit points"? (if no, what means hit points?) And the scimi prob is still there, too




elminster

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26th October 2002

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#9 13 years ago

Ok, for your sound problems you need to create a sound plugin with BCMP.

For the Bop torpedoes, you need to edit the projectile file, in script\tactical\projectiles I'm afraid its all manual.

Shields can be edited in the MPE, just look at the Shield Generator or equivalent property.

Weapon damage for phasers and disrupters is also set under the relevant property in the MPE.




=PreDator=

-< trophyhunter >-

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#10 13 years ago

ok, thank you :) I the torpedos are now red and the shields are now not that strong as they were before. When you have used the mpe several times, you know, what you have to do, but at the first time... :uhm: To the Sound Plugin: I'll test this tomorrow.




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