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 Post subject: activating weapons
PostPosted: Tue Feb 05, 2008 10:53 pm 
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Cadet 1st Year
Cadet 1st Year

Joined: Tue Jan 29, 2008 11:07 pm
Posts: 15
Location: PA
sorry about all these posts but i am new to scripting and most of the stuff i had done came from playing around in the PY files if there is a good guide for this can somebody tell me where to find it?

now on to my question

there r weapons in some of the hardpoint files on the ship an example would be the 8472 bioship there are 2 pulse cannons and torpedoes in there but they r not ingame

is there something i have to do to activate them?? like add something to the file or something

thanks

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 Post subject: Re: activating weapons
PostPosted: Fri Nov 21, 2008 2:04 am 
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Cadet 1st Year
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Joined: Sun Feb 10, 2008 10:54 am
Posts: 4
If you haven't already figured out the answer, here it is.

After looking over the 8472 HP's, the ship doesn't have pulse or torpedo weapons hardpointed to it. To get them to work...your going to need to add them using the Model Property Editor. It can be found at bcfiles.com under the official releases section as Bridge Commander SDK.

Assuming you already have it and know how to use it...I'll move on. If you don't have it and don't know how to get it to work, it comes with a manual...or you can just contact me and I'll explain it as best I can.

The work is already done for you, so all you need to do is click on Add Property and add the following from the list under the Local templates:

Fwd Torpedo
Port Cannon
Star Cannon
Disruptor Cannons
Torpedoes

After that, just save it and your done!
But when messing with Hardpoints, I strongly suggest you always use the Model Property Editor...that way less can go wrong and its 100% less confusing.


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 Post subject: Re: activating weapons
PostPosted: Mon Nov 24, 2008 5:08 pm 
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Joined: Thu Apr 20, 2006 4:01 pm
Posts: 749
Location: The Netherlands
well good post, but your resurrecting a dead topic.
Please read last post date.

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