Author Topic: New torpedo mod idea  (Read 792 times)

Offline K1LL3RZ_UN1T

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New torpedo mod idea
« on: July 15, 2012, 07:18:45 AM »
 :help: i have a new idea for a torpedo but it doesnt seem to be out or not functioning perhaps someone could make a cluster torpedo mod that could split a torpedo in multiple torpedoes if its already been completed then post a link if not then could one of you guys make a mod since im not good a making mods myself

K.U :) 

Offline Bones

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Re: New torpedo mod idea
« Reply #1 on: July 15, 2012, 08:23:32 AM »
you mean spread fire ? It is available option even in standard BC, no mods needed :P

It's in torpedo selection tab, under torpedo type there is spread option, dual spread or multiple or something like that in which you can fire  5 torpedoes at once, after they're fired they spread into five torpedoes.

Offline JimmyB76

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Offline KrrKs

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Re: New torpedo mod idea
« Reply #3 on: July 15, 2012, 09:33:55 AM »
A bit newer would be FTech: http://bridgecommander.filefront.com/file/FTech_Foundation_Technologies_;84343

If you have KM, Ftech is already included there. The Script you are looking for is called "TimedTorpedoes". There should also be an Instruction somewhere in the doc folder.

Offline K1LL3RZ_UN1T

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Re: New torpedo mod idea
« Reply #4 on: July 15, 2012, 01:19:21 PM »
thx for the links and replies but i ment something like shooting 1 torpedo then about 3 seconds later splits into about 10 smaller 1's

Offline Bones

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Re: New torpedo mod idea
« Reply #5 on: July 15, 2012, 02:04:51 PM »
you mean spread fire ? It is available option even in standard BC, no mods needed :P

It's in torpedo selection tab, under torpedo type there is spread option, dual spread or multiple or something like that in which you can fire  5 torpedoes at once, after they're fired they spread into five torpedoes.

Already told ya ... it's a feature in stock BC, no mods needed for that ...

Offline JimmyB76

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Re: New torpedo mod idea
« Reply #6 on: July 15, 2012, 06:48:48 PM »
FTech does that...  some ships in DS9FX-Extended have split torps also...

Offline Tally

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Re: New torpedo mod idea
« Reply #7 on: July 16, 2012, 05:52:32 PM »
I think he means like how the Naranda's does in last film, splits a certain distance from ship after firing or before impact?

I've no idea if thats the case ...sorry

Offline JimmyB76

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Re: New torpedo mod idea
« Reply #8 on: July 16, 2012, 06:24:44 PM »
yes thats exactly what i was talking about...
a torp fires from a ship, and then before it hits it's target, it splits into other torps (any projectile, really)...

here is an example from one of the DS9E's torps...
this is the code for a projectile called "blackelmtype6spread5"
Code: [Select]
import App
def Create(pTorp):
debug(__name__ + ' def Create')
kGlowColor = App.TGColorA()
kGlowColor.SetRGBA(255.0 / 255.0, 65.0 / 255.0, 0.0, 1.000000)
kCoreColor = App.TGColorA()
kCoreColor.SetRGBA(255.0 / 255.0, 252.0 / 255.0, 100.0 / 255.0, 1.000000)
kFlareColor = App.TGColorA()
kFlareColor.SetRGBA(225.0/ 191.0, 255.0 / 49.0, 17.0 / 255.0, 1.000000)
pTorp.CreateTorpedoModel(
"Scripts/Custom/BCSTNG/CWP/Textures/blackelmTorpedoCore.tga",
kCoreColor,
0.1,
1.2,
"Scripts/Custom/BCSTNG/CWP/Textures/blackelmTorpedoGlow.tga",
kGlowColor,
4.0,
0.3,
0.2,
"Scripts/Custom/BCSTNG/CWP/Textures/blackelmTorpedoFlares.tga",
kGlowColor,
30,
0.1,
0.5)
pTorp.SetDamage( GetDamage() )
pTorp.SetDamageRadiusFactor(0.13)
pTorp.SetGuidanceLifetime( GetGuidanceLifetime() )
pTorp.SetMaxAngularAccel( GetMaxAngularAccel() )
import Multiplayer.SpeciesToTorp
pTorp.SetNetType (Multiplayer.SpeciesToTorp.PHOTON)
return(0)

def GetLaunchSpeed():
debug(__name__ + ' def GetLaunchSpeed')
return(20)

def GetLaunchSound():
debug(__name__ + ' def GetLaunchSound')
return("blackelmtype6photon")

def GetPowerCost():
debug(__name__ + ' def GetPowerCost')
return(20.0)

def GetName():
debug(__name__ + ' def GetName')
return("Type 6 Photon : 5")

def GetDamage():
debug(__name__ + ' def GetDamage')
return 850.0

def GetGuidanceLifetime():
debug(__name__ + ' def GetGuidanceLifetime')
return 6.0

def GetMaxAngularAccel():
debug(__name__ + ' def GetMaxAngularAccel')
return 0.35

try:
import FoundationTech
import ftb.Tech.TimedTorpedoes

oFire = ftb.Tech.TimedTorpedoes.MIRVSingleTargetTorpedo(
'Spread5', {
'spreadNumber': 5,
'spreadDensity': 7.5,
'warheadModule': 'Custom.BCSTNG.CWP.Scripts.blackelmtype6',
'shellLive': 0,
})
FoundationTech.dOnFires[__name__] = oFire
except:
pass

this is from the FTech readme:
Quote
Splitting Projectiles
      There are 2 types of splitting projectiles, single target and multi target.
      Single target splitting projectiles split and converge at the same target.
Multi target splitting projectiles split and pick their own (enemy) targets. And both do this after 100 game units distance from the parent ship.

With splitting torpedoes it?s important that you have 2 projectiles.
1 is the ?shell? and the other the ?warhead?.
The shell is what gets fired from the ship. The warhead is what comes out of the shell. So it?s important that the warhead and the shell aren?t the same, or you would get infinite (well until BC can?t handle it anymore) torpedoes on the screen. This is something you don?t want to be happening.

It is of course all right to have multiple stage cluster projectiles, just try and prevent a loop of any sort with these.

And here is the example for a Single Target Splitting Projectile:
sYieldName = ??
try:
import FoundationTech
import ftb.Tech.TimedTorpedoes

oFire = ftb.Tech.TimedTorpedoes.MIRVSingleTargetTorpedo(
?Name for tech?, {
   ?spreadNumber?:   3,
   ?spreadDensity?:    6.5,
   ?warheadModule?:    ?PathToModule?,
   ?shellLive?:   0,
})
FoundationTech.dOnFires[__name__] = oFire
   oYield = FoundationTech.oTechs[sYieldName]
   FoundationTech.dYields[__name__] = oYield
except:
   pass

And here is a quick rundown. Name for Tech is the name you give to this configuration.
spreadNumber is the amount of warheads the projectile will fire.
spreadDensity is the distance between 2 warheads when they spread out from the shell (after which they will converge on their target). It?s defined in degree.
warheadModule is the path to the new projectile that is to be spawned (same structure of path as with the projectiles with the torpedoes in the Hardpoint of a ship).

Multiple Target Splitting Projectiles are done the same way.
With 1 difference, ?MIRVSingleTargetTorpedo? will be: ?MIRVMultiTargetTorpedo?.

Offline CyAn1d3

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Re: New torpedo mod idea
« Reply #9 on: July 16, 2012, 08:34:36 PM »
hrmm.... interesting
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Tally

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Re: New torpedo mod idea
« Reply #10 on: July 17, 2012, 05:09:45 PM »
 :yeahthat: indeed, so forgive my stupidity but i take it the line that states  " 'shellLive': 0, " denotes the arming distance before it becomes armed and splits?

Offline KrrKs

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Re: New torpedo mod idea
« Reply #11 on: July 18, 2012, 07:45:49 AM »
No, The split always happens after some distance:
Quote
...And both do this after 100 game units distance from the parent ship.
I could be wrong, but I think "shellLive" states if the original Projectile is destroyed or not.

Offline JimmyB76

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Re: New torpedo mod idea
« Reply #12 on: July 19, 2012, 08:33:20 PM »
ive taken the liberty of making a few short vids of DS9E's Galaxy Class using the split torp tech...
of course, many variables can be changed as per the readme i quoted earlier...
but at least it gives a general idea...

forgive the crappy quality and darkness, i guess fraps is like that...  looks much crisper and better on my end, doesnt look at all as it seems in these youtube vids lol
recommend seeing these vids in fullscreen at highest res possible...  and apparently when you have fraps and a few other programs running, you get a slight "pause" here and there lol  normally i dont experience that in gameplay at all...
anyway, this is just to give an idea how the split torps can work...

















Offline moed

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Re: New torpedo mod idea
« Reply #13 on: July 19, 2012, 10:47:21 PM »
Good job Jimmy, and thanks!