Torpedo Bundle_TorpedoScript_Fix redone by Charan this fixes some problems that were had by some folks.
you can see all the changes that were done in the Readme, so might want to read it. don't forget you need several requirements. their also listed in the readme, for those that missed them the first time.
Requirements: Bridge Commander Official Patch (http://bridgecommander.filefront.com/file/Bridge_Commander_Patch;2374) BCMI with Foundation Plugin (http://bridgecommander.filefront.com/file/BCMI_final;10490) QBAutostart (http://bridgecommander.filefront.com/file/;39736) TorpedoLoadScript (http://bridgecommander.filefront.com/file/Torpedo_Bundle_and_Script;85899) or alternativly: Bridge Commander Official Patch ((http://bridgecommander.filefront.com/file/Bridge_Commander_Patch;2374)) KM1.0 (http://bridgecommander.filefront.com/file/Kobayashi_Maru_10_Full;81222) TorpedoLoadScript (http://bridgecommander.filefront.com/file/Torpedo_Bundle_and_Script;85899) Changes: * Removing Brex-SpecialTorpeod-Button (Engineer) * New List: Projectiles5 -> SpecialTorpedoes (all projectiles from Special.py) * Remove all pulseprojectiles from torpedolists * All lists have now own maxtorpedoload * Torpedoes in list now are numbered (Example: 1:TorpedoX; 2:TorpedoY; ...) !! Example-List for including new torpedoes !! (If you want make new list, just make copy of Projectiles_ExampleList.py and rename to Projectiles?.py [? = latest unused number]. Then you can fill the new list with new torpedoes.) Credit: MarkMcWire aka Charan (Markus Göpfert in real)
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