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ST:BC Modding and Editing
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Old August 21st, 2005   #1
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Default Hardpoint form scratch

Ok I downloaded some ships that have no Harpoints, Figuring that i could build one myself.
I got all the weapons on the ship and everything elsde that a ship needs,But , heres the problems that i am having,--- My Torpedos dont want to line up straight where i put them, and my phasers dont look quit right.
I have no idea what the spinner button does and getting frustrated quickly.Any help would be great.
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Old August 21st, 2005   #2
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Default Re: Hardpoint form scratch

Use the BC SDK that has the Model Propertie Editor on it. Then read the directions on how to use. That should create Hardpoints for you.

The Seaworthy, an enhanced Soveriegn Class capable of warp 9.999, currently most powerful of the enhanced version.
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Old August 21st, 2005   #3
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Default Re: Hardpoint form scratch

I have been using the MPE to make the Hardpoint, its the spinner buttons and the lining up the weapons that i am having problems with. this is a challenge that has gotten the better of me which dont happen too often
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Old August 21st, 2005   #4
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Default Re: Hardpoint form scratch

lol i don't blame you i hate MPE. The way i do it, is i use an existing hardpoint. Say from a Stock Galaxy. Change the scripts so it loads ingame. Then I use MPE to get the X,Y,Z Cordinates and type them into the HP manually. After that, I load in extra weapons systems. Say i want to add more phasers i'll add more phasers. Each time checking it in game. I save the ship after i get weapon positions done. After that i go in and add cosmetic effects for the weapons. I'll change a Klingon Disruptor to a script in the Tactical/projectiles folder. I'll change it from the stock phaser beams to a more streamlined one, like the CG Sov Phaser texture.

Its pretty much all just building on the original script and changeing out what you don't want happening. Thats how i do it.

The Seaworthy, an enhanced Soveriegn Class capable of warp 9.999, currently most powerful of the enhanced version.
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Old August 21st, 2005   #5
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Default Re: Hardpoint form scratch

Thanks alot, I'll do that.
Ok what about the ships that i dont have hardpoints, Like i said before, i an starting off form scratch.
Also what does the spinner button do?
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Old August 21st, 2005   #6
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Default Re: Hardpoint form scratch

Ok, to do this you go to bc/Scripts/Ships. You find an existing file open up the py version.

Change the end of the model name to whatever ship you are trying to put into BC. After that, go to save as, and change the name to whatever it is your going to call the ship ingame. Then you Create the Hardpoint with the EXACT same name as the file you just created useing a pre-existing script.

The Seaworthy, an enhanced Soveriegn Class capable of warp 9.999, currently most powerful of the enhanced version.
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Old August 22nd, 2005   #7
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Default Re: Hardpoint form scratch

Ok, so i just use the py from another to creat the py for the ship i am making a hardpoint for, seems simple. I'll give it a try. Thanks!

Usually i just change things around w/ an existing Hardpoint, but i wantes a challenge so here it is.
Thanks again, I'll keep you posted. Later
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Old August 22nd, 2005   #8
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Default Re: Hardpoint form scratch

Well.... If you wanted a real challange. You can always copy them manually by typeing them :-p

The Seaworthy, an enhanced Soveriegn Class capable of warp 9.999, currently most powerful of the enhanced version.
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Old August 22nd, 2005   #9
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Default Re: Hardpoint form scratch

I've been doing that for some time, Not a whole script. Scripting in Python is fun and a pain in the ______!
But that all part of modding and testing your abilities
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Old August 22nd, 2005   #10
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Default Re: Hardpoint form scratch

oh by the way i did the changes in the py like you told me, but when i go to save as it saves as a text script. Do i need to compile it in Python?
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