Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: -Norbert- on January 25, 2005, 04:49:04 pm
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Hi!
I have a problem with the Maxim.
No ship can use it.
SCP Version: 3.6.5 with all but mv_music.vp and mv_zpack.vp
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Open the tbl file, and remove the ballistic flag from the flags part of the weapon data. It's a problem with inconsisency in our files.
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If there is a ballistic weapons flag in mv_zpack.vp, it shouldn't be there.
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I wouldn't doubt it. That's what causes the trouble all the time.
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1) I currently don't use the zpack
2) How can I extract the weapons.tbl and from which .vp file?
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Originally posted by -Norbert-
1) I currently don't use the zpack
2) How can I extract the weapons.tbl and from which .vp file?
2) With VPview :)
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Originally posted by Raa
I wouldn't doubt it. That's what causes the trouble all the time.
It's not, at least not in the 3.6.5 release versions. The only place the Maxim should have the ballistic weapons stuffs is in mv_aseffects.vp
And the only reason mv_aseffects.vp exists is to toggle the Maxim on/off. Unfortunately...it looks like ships.tbl is incorrect.
The fix: delete the one in mv_aseffects, and in mv_effects rename the Cain model to "cruiser03x.pof" and the Leviathan model to "cruiser01x.pof", and move that one to mv_models.vp (I think)
So, just copy mv_aseffects.vp to another directory and that should solve the problem.
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Yes, the ShineLT ships.tbl is not set up for ballistic primaries, because it will be multi-compliant in its final version.