
The guns show up the cockpit, I can install them but they just don't want to fire.
Thanks again DrBullwinkle for your time. It's really appreciated.
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I am happy to help.Frstwlfz wrote:Okay, I've followed the steps but it still won't work![]()
The guns show up the cockpit, I can install them but they just don't want to fire.
Thanks again DrBullwinkle for your time. It's really appreciated.
I just can't take a break until it worksDrBullwinkle wrote:I am happy to help.Frstwlfz wrote:Okay, I've followed the steps but it still won't work![]()
The guns show up the cockpit, I can install them but they just don't want to fire.
Thanks again DrBullwinkle for your time. It's really appreciated.
Yeah, mine "smoked", too, during the "Smoke Test".
OK, time for debug. Something is close-but-not-quite-right with the scene. Either our copy-and-paste was wrong or the Kyoto lacks a part that other destroyers have. I will figure it out and report back... but this is a good time for a break, if you need one.
Yes I tested with some. (EMPC, PSP, SSC mainly)DrBullwinkle wrote:Weapon Compatibility (I forgot to mention it, but it sounds as though you added at least one gun type on this tab).... Check.
Code: Select all
/# Exported with dbox2 1.13 from USC-105_asymmetricBridge.max at 2011.09.17. 21:37:13
VER: 6;
P 0; B 19099; C 1; N B19099_1; b // idx 0
{ 0x2002; -1000; 5805; 624422; 0.500000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 1; B 19098; C 1; N B19098_1; b // idx 1
{ 0x2002; 167767; -2875; -280489; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 2; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3a; b // idx 2
{ 0x2002; 277384; 10456; 185020; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 3; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3b; b // idx 3
{ 0x2002; 277384; 10456; 141685; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 4; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3c; b // idx 4
{ 0x2002; 277384; 10456; 97970; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 5; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3d; b // idx 5
{ 0x2002; 277384; 10456; 56644; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 6; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4a; b // idx 6
{ 0x2002; -278174; 10456; 185035; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 7; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4b; b // idx 7
{ 0x2002; -278174; 10456; 141861; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 8; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4c; b // idx 8
{ 0x2002; -278174; 10456; 98012; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 9; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4d; b // idx 9
{ 0x2002; -278174; 10456; 57000; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 10; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7a; b // idx 10
{ 0x2002; -167372; 12448; -1101448; 0.500000; -0.087156; 0.996195; 0.000000; -1; 1; } // 0
P 11; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7b; b // idx 11
{ 0x2002; 167984; 12448; -1101448; 0.500000; 0.087156; 0.996195; -0.000000; -1; 1; } // 0
P 12; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7c; b // idx 12
{ 0x2002; 167868; -12384; -1100948; 0.500000; 0.996195; 0.087156; -0.000000; -1; 1; } // 0
P 13; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7d; b // idx 13
{ 0x2002; -167492; -12384; -1100948; 0.500000; 0.996195; -0.087156; -0.000000; -1; 1; } // 0
P 14; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6a; b // idx 14
{ 0x2002; 14938; -93761; -413764; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 15; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6b; b // idx 15
{ 0x2002; 14938; -93761; -333125; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 16; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6c; b // idx 16
{ 0x2002; -14938; -93761; -333125; 0.333333; 0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 17; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6d; b // idx 17
{ 0x2002; -14938; -93761; -413972; 0.333333; 0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 18; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5a; b // idx 18
{ 0x2002; -40300; 73296; -11261; 0.250000; -1.000000; -0.000000; 0.000000; -1; 1; } // 0
P 19; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5b; b // idx 19
{ 0x2002; 40300; 73296; -11261; 0.250000; -1.000000; -0.000000; 0.000000; -1; 1; } // 0
P 20; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5c; b // idx 20
{ 0x2002; 40300; 73296; 16325; 0.500000; 0.000000; 0.707107; 0.707107; -1; 1; } // 0
P 21; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5d; b // idx 21
{ 0x2002; -40300; 73296; 16325; 0.500000; 0.000000; 0.707107; 0.707107; -1; 1; } // 0
P 22; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2a; b // idx 22
{ 0x2002; -105958; -19334; 1094992; 0.458333; 0.000000; 0.000000; 1.000000; -1; 1; } // 0
P 23; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2b; b // idx 23
{ 0x2002; -130236; -13169; 1094992; 0.458333; 0.000000; 0.000000; 1.000000; -1; 1; } // 0
P 24; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2c; b // idx 24
{ 0x2002; 105734; -19597; 1094992; 0.541667; 0.000000; -0.000000; 1.000000; -1; 1; } // 0
P 25; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2d; b // idx 25
{ 0x2002; 129516; -13324; 1094992; 0.541667; 0.000000; -0.000000; 1.000000; -1; 1; } // 0
P 26; B 78; N 78; // idx 26
{ 0x2002; 0; 140600; -748228; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 27; B 78; N 78; // idx 27
{ 0x2002; 0; 140600; -748228; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 28; B 78; N 78; // idx 28
{ 0x2002; 0; 140600; -748228; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 29; B 78; N 78; // idx 29
{ 0x2002; 114174; 119571; 1020309; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 30; B 78; N 78; // idx 30
{ 0x2002; 114174; 119571; 1020309; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 31; B 78; N 78; // idx 31
{ 0x2002; 114174; 119571; 1020309; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 32; B 78; N 78; // idx 32
{ 0x2002; -113976; 119571; 1020309; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 33; B 78; N 78; // idx 33
{ 0x2002; -113976; 119571; 1020309; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 34; B 78; N 78; // idx 34
{ 0x2002; -113976; 119571; 1020309; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 35; B 78; N 78; // idx 35
{ 0x2002; 0; -128111; -440622; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 36; B 78; N 78; // idx 36
{ 0x2002; 0; -128111; -440622; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 37; B 78; N 78; // idx 37
{ 0x2002; 0; -128111; -440622; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 38; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 38
{ 0x2002; 0; -1832; -1133942; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 39; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 39
{ 0x2002; -56000; -1494; -1120447; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 40; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 40
{ 0x2002; 56000; -1494; -1120447; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 41; B effects\engines\fx_engine_xtc_white_huge; C 28673; N Beffects\engines\fx_engine_xtc_white_huge_28673b; b // idx 41
{ 0x2002; -56000; -1514; -1150727; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 42; B effects\engines\fx_engine_xtc_white_huge; C 28673; N Beffects\engines\fx_engine_xtc_white_huge_28673b; b // idx 42
{ 0x2002; 56000; -1514; -1150727; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 43; B effects\engines\fx_engine_xtc_white_huge; C 28673; N Beffects\engines\fx_engine_xtc_white_huge_28673b; b // idx 43
{ 0x2002; -382; -1704; -1164109; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 44; B ships\props\cameradummy; C 1; N Bships\props\cameradummy_1; b // idx 44
{ 0x2002; 0; 180046; -531297; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 45; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2; b // idx 45
{ 0x2002; -130884; 2184; 1112294; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 46; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3; b // idx 46
{ 0x2002; 288784; -10299; 137629; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 47; B ships\props\cameradummy; C 4; N Bships\props\cameradummy_4; b // idx 47
{ 0x2002; -295789; -10299; 137629; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 48; B ships\props\cameradummy; C 5; N Bships\props\cameradummy_5; b // idx 48
{ 0x2002; 0; 90074; -68849; 0.250000; -1.000000; 0.000000; 0.000000; -1; 1; } // 0
P 49; B ships\props\cameradummy; C 6; N Bships\props\cameradummy_6; b // idx 49
{ 0x2002; 0; -110622; -278843; 0.250000; 1.000000; 0.000000; 0.000000; -1; 1; } // 0
P 50; B ships\props\cameradummy; C 7; N Bships\props\cameradummy_7; b // idx 50
{ 0x2002; 0; 56998; -1138874; 0.500000; 1.000000; 0.000000; 0.000000; -1; 1; } // 0
P 51; B 19098; C 1; N B19098_01; b // idx 51
{ 0x2002; -172286; -2875; -281205; 0.243231; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 52; B 19098; C 1; N B19098_1; b // idx 52
{ 0x2002; -172286; -2875; -350230; 0.243231; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 53; B 19098; C 1; N B19098_1; b // idx 53
{ 0x2002; -172286; -2875; -210812; 0.243231; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 54; B 19098; C 1; N B19098_1; b // idx 54
{ 0x2002; 167767; -2875; -209979; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 55; B 19098; C 1; N B19098_1; b // idx 55
{ 0x2002; 167831; -2875; -349703; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 56; B ships\x3ap\usc\XTC_usc_m2plus; N Bships\XTC\usc\XTC_usc_m2plus; b // idx 56
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
/ =====================================================================
/ Adding 8 Main Guns to any ship (Bullwinkle, 2012-02-06)
/ (Based on nate10587's excellent advice)
/ 1) Change the "P 29" through "P 36" entries to next-higher
/ indexes for your ship's scene.
/ (Example is for Pirate Brigantine M2)
/ 2) Change the x, y, z locations as appropriate for your ship.
/ For example, it is OK to copy locations from forward
/ turrets on your ship.
/ The z value is most important (front-to-back axis).
/ If in doubt, just change that.
/ Don't worry about being perfect. This is mainly for visuals.
/ 3) Add the index numbers from (1) to TShips for your ship's cockpit.
/ Number of laser parts = 1
/ Model = ships\props\invisible_weapon
/ Scene node index = (next higher index for your ship's scene)
/ For main guns, leave "Secondary Model" blank and
/ Secondary Scene node index = -1.
/ 4) Add Weapon Types for your ship.
/ You're done!
P 57; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-01; b
{ 0x2002; -10087; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -10087; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 58; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-02; b
{ 0x2002; 10066; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 10066; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 59; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-03; b
{ 0x2002; -23664; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -23664; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 60; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-04; b
{ 0x2002; 23643; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 23643; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 61; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-05; b
{ 0x2002; -31534; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -31534; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 62; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-06; b
{ 0x2002; 31513; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 31513; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 63; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-07; b
{ 0x2002; -23320; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -23320; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 64; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-08; b
{ 0x2002; 23299; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 23299; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
/ =====================================================================
Yes, that's it exactly.Argonaught. wrote:Seems you understand alot about ... how to do certain stuff without modelling.
Cool thanks for the info, I can try that on other ships if they go wonky.Frstwlfz wrote: @Argo
I had this problem once, sadly this was a long time ago... I think it has something to do with the position of the cameradummy used for the cockpit. You can modify this in text mode, but I remember moving it around in 3DS Max back then.
P 1; B 19098; C 1; N B19098_1; b // idx 1
{ 0x2002; 167767; -2875; -280489; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
The underlined part are the coordinates of the "model", respectively X axis, Y axis and Z axis. If I'm not mistaken. Maybe try tinkering with these values?
Then again, I'm not sure so... make backups of your files.
Excellent! I am glad you got it working, Frstwlfz (although I knew that you would).Frstwlfz wrote:Yay! Thanks a bunch Doc!
EDIT: OK, so it was because of the Z position of the guns... that's... wierd?
It's you who got it working!DrBullwinkle wrote:Excellent! I am glad you got it working, Frstwlfz (although I knew that you would).Frstwlfz wrote:Yay! Thanks a bunch Doc!
EDIT: OK, so it was because of the Z position of the guns... that's... wierd?
Well, the energy wasn't depleting while I was hammering the fire button... But maybe.DrBullwinkle wrote:Yes, it does seem odd that the z position of the guns would make that large a difference. One thing that I did not test was the possibility that the guns worked but you just could not see them fire?
Yes I'll give it a shot now that I know what was wrong. Thanks againDrBullwinkle wrote:The way that I did it was that I used the z position for the front turrets. I figured that the front guns should be somewhere near there. Although you could probably get better coordinates from 3dsMax.
Yep.dtrowle wrote:It's as if the game can't find or can't read the scene file.