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Bridge Commander Downloads > Modifications > Weapons Mod:
Torpedo Bundle and Script (1.0)
Filename: torpedobundle_and_torpedoloadscript.rar


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3.23 MB
1.0
Charan
546
01-18-2008
in the readme
Modifications > Weapons Mod


Average User Rating: 7.5
Number of Votes: 8
Related Files:
Latest 5 Modifications > Weapons Mod:
- Spec Torps 1 (v1.0)
- Impulse Disabling Torpedo
- stosto3's torpedopack (beta)
- Seeker Torpedo (1.0)
- First Contact Cube FIX (1.1)

1 Other Files by Charan:
- Torpedo Bundel/Torpedo Script Fix (Patch)


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Torpedo Bundle and Script (1.0) - File Description  


Creativity: 9
Item Placement: 8
Size vs. Usefulness: 7

Overall Rating: 8

Description:
Torpedo Bundle and Script packaged and setup by Mark McWire aka Charan

Author says "This package includes alot of projectiles and projectile-packs from bcfiles.com
(a very big torpedobundle with >100 individual torpedoes)
and 2 new QBAutostart-scripts based on the pulsetech-script from FTA2-Mod.
This script allow to load the torpedoes while gameplay and no changes of hardpoints are required to use these torpedoes.

Folks: do read the readme, it contains some very important information.
there are some very important requirements in the readme too.


A Note to the Author: in future Please Include Links to your Requirements, that another person needs to make
this program work.



Torpedo Bundle and Script (1.0) - File Download Options  

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Torpedo Bundle and Script (1.0) - Readme  
Readme File:
For suggestions and commentaries: M.Goepfert11 AT web DOT de
(PS: For all people who speak German, please write the mail in german)

General Info:
This package includes alot of projectiles and projectile-packs from bcfiles.com
(a very big torpedobundle with >100 individual torpedoes)

and 2 new QBAutostart-scripts based on the pulsetech-script from FTA2-Mod.
This script allow to load the torpedoes while gameplay and no changes of hardpoints are required to use these torpedoes.

Savali(Tactical) you get 2 new Control-Buttons... (one click of one of the buttons change to the next torpedo or
next script in the respective list)
The first button changes the torpedos from respective list, if a list-script ist loaded.
The second button activate the mod (load first list) and change with the next click the next list-script.

PhotonTorpedoes -> Load torpedoes from Projectiles1.py (List of primary StandardTorpedoes from Starfleet like PhotonTorpedo)
QuantumTorpedoes -> Load torpedoes from Projectiles2.py (List of secondary StandardTorpedoes from Starfleet like QuantumTorpedo)
OtherTorpedoes -> Load torpedoes from Projectiles3.py (List of "Other Species"-Torpedoes and MultiraceTorpedoPacks)
FantasyTorpedoes -> Load torpedoes from Projectiles4.py (List of Fantasy- and "Other Scifi-Franchise"-Torpedoes)


Brex(Engineer) you get 1 new Control-Button (one click of the button change to the next torpedo)
-> Load torpedoes from Special.py (List of Specialweapons like Phased Torpedoes, ShieldDrainer and IsokineticTorpedoes)

The torpedoes are limited (75 in List 4, List 3, List 2 and 1 and 25 Special-Torpedoes)
Every click to change the actual torpedo reset the torpedoload to 75 or 25.

"Projectiles.py" is an actual unused dummy-list including pulseprojectiles.

In the actual configuration of the scripts it is impossible to change inplay the torpedoes to original torpedo
load after activation of mod, but I am working on it.

All scripts and projectiles are compatible with Multiplayer and all other ModPacks,
because no changes of hardpoints required and and the torpedoes are filed in the folder "scripts\Custom\Projectiles\".
So none probleme with Multiplayer-Script-Checksum is expected.
All torpedoes from this pack are patched, so all tested torpedoes has a sound and a texture.
Lot of files are renamed, because name- and overwrite-conflict.



It is possible to install new torpedoes to this mod. You must first put the new torpedo-script to folder
"Custom\Projectiles"
and second add the torpedo to a list (Projectiles1.py ... Projectiles4.py) oder you make a new liste like
"Projectiles5.py".
New lists with name "Projectilesx" (x=Number) automatically integrated to the mod. Other list-name must be
manually integrated.
I can't explain how to making or changing lists or scripts in english language, because it is complicat to do
(changing and making)
without errors (deactivation of the mod or load error or simply functional inability of new torpedoes).
If you have questions to this problem, I've can it explain in german and from somebody allow to translate into English.

Experienced users in python should understand the construction of the scripts and how to integrate new torpedoes
without complication.

I am an basic user of python, so the scripts are not optimised.

Requirements:

Clear Bridge Commander Installation
Latest Official Patch (stbc_patch.exe)
Latest Foundation Plugin oder BCMI (Bridge Commander Mod Installer)
QBAutostart (latest downloadable: 0.91)
FTA2 (Future Technology Expansion 2; ScriptTorpedo-Plugin is required)

or alternatively:
Clear Bridge Commander Installation
Latest Official Patch (stbc_patch.exe)
Kobayashi Maru 1.0 Addon (which include Foundation Plugin and QBAutostart, [FTA2])
[I have include the original "ScriptTorpedo.py" from FTA2 in this package, because in them KM1.0 this scipt was
deactivated (empty file) :-( You should install the complet FTA2, too.]

Installation:
Just Copy all Folders and Files in the Bridge Commander Main Folder, after you have installed all Patches/Modifications
from Requirements.
(Thats all to do)
If you want directly use some torpedoes in hardpoint-files of ships (for example in ModellPropertyEditor), you must use
"Custom.Projectiles.???" and not "Tactical.Projectiles.???"
or copy the ???.py to Tactical\Projectiles-Folder.
(??? = name of the used torpedoscript)

Credits
me (Markus Göpfert aka Mark McWire aka Charan) for basic idea of a torpedobundle and the first version of torpedo
changing-script
edtheborg for script-idea for projectile-change while gameplaying and the pulsetech.py (for learning how it works)
edtheborg for "ScriptTorpedo.py"


I thank for the original files:
Totally Games / Activision
all other -> see Readme-files in "OriginalReadme"-Folder (copyright and credits of all individual "torpedo-builder")
and all others who I forget

Sorry: My english is very basic and most of this are translate automatically from a translation-engine ;-)

Copyright:
I have only include torpedoes who dont have an explicitly forbiddance for use in other mods.
This mod and scripts is for the free use in other modifications and packs, if no copyrights of Readme-Files in
"OriginalReadme"-Folder are injured.
I hope some people can still improve these scripts.
But please credit me for the idea and the first version of this mod :-)


Torpedo Bundle and Script (1.0) - User Comments  
The following comments are owned by the user that posted them. BC Files is not responsible for their content.

Total comments: 5 | Last comment: 01-25-2008 at 15:31

 #1 - so - 01-18-2008 at 17:52
vioking
Joined: July 7th, 2006
Posts: 6
so does that mean that if i have kmaru 1.0 but have added mods since then it wont work on that install or that it just might not work i was wondering

 #2 - 01-19-2008 at 06:28
DeadCities (Staff)
From: (Melbourne, Australia)
Joined: February 13th, 2003
Posts: 160
Great mod,
Good to see someone is still doing torps!

@1 - read the second paragraph under the requirments in the read me, smile

-Lint

 #3 - 01-19-2008 at 15:49
vioking
Joined: July 7th, 2006
Posts: 6
I Have kmaru1.0 but i added mods to it after i put it in so if i put this mod on it its not just kmaru so i not sure if its a clear install

 #4 - how does it work - 01-22-2008 at 19:23
MikeColle
From: (California)
Joined: January 3rd, 2004
Posts: 23
i cant get it to work at all

 #5 - 01-25-2008 at 15:31
Mark_McWire
From: (near Eisenach)
Joined: January 25th, 2008
Posts: 3
This pack can used with all other mods, maps and shippacks.

There should appear at least no problems which crash the game. However, it can come to side effects, because this pack and fix was tested only on minimum requirements.

@ MikColle

What is the precise problem?



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