Ship Can't Tractor
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shouldn’t be able to take off if that’s the case… or is that scanner…
ok so…
“HpTractor_Source” exists in both shiparch.ini & cmp file…
Loadout in goods.ini contains a “addon = ge_s_tractor_01, internal, 1”other than that… an FX issue??
oh and NEVER… & i mean N.E.V.E.R. take the exact data from one mod… and expect it to work in another… 65% chance of a F.A.I.L. maybe higher… i learns that the hard way… many year ago … many…… lol (gettin old…)
Make templates… build with those… It’ll save you many hours of bug chasing and CTD’s
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I didnt CTD. It let me undock. I killed a few npcs and pushed “b” and nothing happened… Thats how I found out.
HpTractor_Source In Shiparch, Yes.
HpTractor_Source in CMP, yes.Yes, it does have “addon_tractor beam” with all that meaningless gibberish…
Any ideas?
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longshot… but is your keyprefs still set to “b” for tractor… do other tractors work?
also tractor 1 (not all) needs a target to function… you hitting “all” or 1 there?
swap out with another tractor in your goods (if no buyable) and see what happens there… could be the tractor itself, if you took the code from another mod it may have had a custom tractor assigned to it that dont exist in your mod… that’s a problem too (lolz)
other than that… im stumped as i’ve never seen this b4 8-)
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Well, their mod uses id’s that are tied to tractors, but I added a vanilla tractor to the ship and it still did not work.
There really arent other tractors in my goods. They’re all ending in “01” Yes, other tractors do work, INCLUDING another “Ripped” ship from the same mod.
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Also, do u have enough room in ur cargo to hold the tractored items?
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check your cmp… make shure it dont have a 01 plastered at the end of the HPtractor_source hp… some ppl forget that (can be easily missed during HP time in HCMP)
other than that and the above… delete the HP… and add a new one… near front of ship… just inside the mesh… as this is obviosly a .cmp issue related to the ship itself if the same tractor works on another ship… and no tractors work on this one.
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I faced a very similar problem a year ago, namely i made an entry for a non vanilla ship, and at the base, and in the space the cargo indicator marked full at empty cargo. When i flew that ship the tractor beam didnt work either.
I tried to change the cargo space, ship class, engine, delete the hp mount and made a new, but nothing had happened.
It might be a bug referring to that ship. -
Heh, thanks guys. One of the things you said worked. I dont know which because I did many of them at once, but the tractor works now. Thanks.
Oh, hey, instead of making another topic, The same ship has some small weapon slot differences to vanilla.
How do I change what weapon slot can mount what class of weapon? and how do I add more weapon slots?
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In shiparch.ini, you’ll see a section like this for every ship:
hp_type = hp_gun_special_6, HpWeapon01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HPWeapon05
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01, HPWeapon06All the hp_type’s are weapon slots. Here is a breakdown:
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_gun_special_5 (Class 5 Gun) can mount on the model hardpoints HpWeapon01, 02 and 03.
So for the ship above, it has 5 weapon slots. Class 1, 2, 3, and 4 guns can be mounted on HpWeapon01, 02, 03, 04, and 05. While Class 5 guns can be mounted HpWeapon01, 02 and 03. A Class 6 gun can mount on HpWeapon01.
You can also mount a thruster, mine dropper, and a cm on their respective hp’s. You can mount a cruise disruptor (I think?) (hp_torpedo_special_2) on two hardpoints - HpWeapon06 and HpTorpedo01.
etc.
To add more guns, you will need to use, create or find more hardpoints on the model. You can also make the current weapon slots able to hold higher level guns by adding hp_gun_special_7 to hp_gun_special_10 and assign them hardpoints to use. You can also allow turrets by adding hp_turret_special_1 (to 10, etc).