Bridge Commander Central
BC Forums => BC Scripting => Topic started by: Mark McWire on March 05, 2018, 05:06:18 PM
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My scripts for new TorpedoTechs:
See https://gist.github.com/MarkMcWire
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I have been experimenting with torpedoes that do just this. I have actually created some torpedo types that will knock subsystems offline, such as engines (I think I added this torpedo to the Steamrunner as a salute to ST Armada) and a weapons subsystem disabling torpedo for the Luna class science variant. So it is possible with some clever coding, such as when torpedo hits shields, writing the script to produce additional damage to subsystems.
See Phalantium.py and PhalantiumWave.py for some ideas :)
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I will using canonical information to create weapon effects. Like the links I posted, some particles or radiations are canonically associated to special effects.
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Can also be adapted to produce many unique effects, possibly even gravitational anomalies that last x amount of seconds and then dissipate. I am interested to see your finished products
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A bunch of those already exist.
If you have KM, take a look into scripts/custom/Techs and scripts/ftb/tech.
A Poleron beam, i.e. a beamweapon that phases through shields does not exist yet.
Probably because it might be too tricky to implement properly. AFAIK you can't prevent shields from stopping beams. The phasing torpedoes circumvent this by creating a second torpedo at the impact point of the first and giving that clone the originals velocity.
For a beam weapon you'd probably need to create an (invisible) small ship (probe or similar), give that the original ships beam weapon (adjusted for damage drop of due to distance!), constantly reposition that ship along the shields, to the point of impact of the original beam. And then get that ship to shoot its weapon at the correct targetsubsystem for as long as the original weapon fires.
The hardest part here is probably the positioning just inside the shield buble. And there were some unforeseen consequences to attaching invisible ships to objects from what I remember.
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If you have KM, take a look into scripts/custom/Techs and scripts/ftb/tech.
I know. I've already used some of its code for my own Mods. But I do not use the FoundationTech and removed them from my scripts. I use a simple autoload-script which redirects the Hit-Event.
The "Polaron beams" are no beams at all. In the DS9-episode "The Jem'Hadar" fired the attackers pulse weapons to the runabouts and the Odyssey. So its better to use pulse weapons with polaron attributes.
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I'm pretty sure the dominion used beam weapons during 'The Search' and 'The Die is Cast' that bypassed shields...
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I'm pretty sure the dominion used beam weapons during 'The Search' and 'The Die is Cast' that bypassed shields...
Maybe yes, but you cannot implement this in the game. So its a good compromise to use pulse weapon projectiles instead.
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Just a bad workaround: You could weaken the shield hardpoint for the time of the weapon hit and restore the strength after.
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<script src="https://gist.github.com/MarkMcWire/95e6a3790a83d45657d50641e0105431.js"></script>
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<script src="https://gist.github.com/MarkMcWire/a4a4c1694e0f895fcb98a1fdfc6568cf.js"></script>
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<script src="https://gist.github.com/MarkMcWire/de7ed7f8ecd71fbcbd1edd1387817c9f.js"></script>
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<script src="https://gist.github.com/MarkMcWire/6422d59fd9fea57ddf34be8ea1d234c5.js"></script>
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<script src="https://gist.github.com/MarkMcWire/fc8b90981bec16024c2d78991d510583.js"></script>
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I wonder what these posts are here for.
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I wonder what these posts are here for.
I have some ideas :)
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Are these the Full Scripts of your Modded Weapons, like paste them into notepad and apply them?
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Are these the Full Scripts of your Modded Weapons, like paste them into notepad and apply them?
I think you would need to do some directory renaming and folder moving to be able to use these scripts, but they look like full projectile scripts to me
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..but a forum is not a version control system for software
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..but a forum is not a version control system for software
It is the easiest way for me to publish it.
My scripts are free to use in any mods. But you need some Libraries, that these script are work.
I'll do about 12 or 15 different ones like this. Depending on how many names I find on Memory Alpha for it. :wink:
I love Technobabble. :D :vb_how:
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I think you would need to do some directory renaming and folder moving to be able to use these scripts, but they look like full projectile scripts to me
Yes. The scripts themselves are fully functional. They consist in principle of 5 parts. The method "Load" is to initialize the script. There, the WeaponHit event from the App is bound to the WeaponHit method. The WeaponHit method calls the HandleWeaponHit method. In principle, a really unnecessary chaining, but so I have copied it from the original script. The HandleWeaponHit method checks whether the event is a hull hit or a shield hit and calls the HullHit or ShieldHit methods accordingly. This then defines the behavior of the script, while still undergoing several comparisons.
The real core of the script is that I determine which projectile (torpedo or pulse weapon) triggered the hit event. Then I load its script and check if there is a specific method in the projectile script. If so, I read the return value. Then I create a sequence that performs certain actions. The possible actions I take either the MissionLib, the ShipScriptAction script or one of my own libraries.
Possible actions include: Damaging a subsystem, disabling a subsystem, uncloaking a spaceship, disabling the shields, etc.
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<script src="https://gist.github.com/MarkMcWire/a6c0e1f77e52b49395e06826b888964e.js"></script>
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YOU Got cookied ....
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<script src="https://gist.github.com/MarkMcWire/a6ba2fcce406f65e40d0d05a96284b50.js"></script>
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I strongly recommend that you use github to share and maintain your code.
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I was really wondering about that, I didn't want to just paste into the comment box the entire script. But, how?
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I strongly recommend that you use github to share and maintain your code.
This is just a preview, I'll post the whole package for download when it's done.
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<script src="https://gist.github.com/MarkMcWire/d7b2ddad4b26f33e4cb04b5619eaac88.js"></script>
<script src="https://gist.github.com/MarkMcWire/cf055e207b29d00641633ea7a7565c5d.js"></script>
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HTML tags are not allowed here, this forum uses BB code.
Also, never in any environment will it be allowed to directly embed scripts using script tags. Input will always be sanitized due to obvious security concerns in systems.
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HTML tags are not allowed here, this forum uses BB code.
Also, never in any environment will it be allowed to directly embed scripts using script tags. Input will always be sanitized due to obvious security concerns in systems.
I simply used the given links from Github via Copy & Paste.
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https://gist.github.com/MarkMcWire/5045cce54cd27eb4b1211457a193181e