Bridge Commander Central

BC Forums => BC Scripting => Topic started by: Bones on December 10, 2007, 03:16:38 AM

Title: Pulse weapons
Post by: Bones on December 10, 2007, 03:16:38 AM
Hi there !
I've got question, is it possible to make pulse weapon deplet after lets say it will be sovereigns photon torp tube, 50 shots (3 shots RECHARGE 3 shots RECHARGE etc etc) ?
I found function called cool down but dunno what is it...
Title: Re: Pulse weapons
Post by: Nighthawk on December 10, 2007, 09:17:23 AM
cooldown is the time between shots.
to fire three in a row from a single spot you'll most likely have to use three launchers.
or, you can put 3 charges in a tube, with say, 0.2 cooldown time, 0.5 recharge and 2.99 as minimum fire charge.

if you want to have fixed amount of charges, you'll need three launchers. each one with the cooldown time as long as you want the "recharge" time to be, with no recharge time and with as much as max shots as you want, divided by the amount of tubes.

remember that also the phaser strenght affects pulse load and fire rate, if you use MLeo's detail/nit fix.
Title: Re: Pulse weapons
Post by: Bones on December 10, 2007, 09:53:32 AM
Yeah but is it any way to make pulse weapons depleteable ???
Title: Re: Pulse weapons
Post by: Nighthawk on December 10, 2007, 10:08:05 AM
Yeah but is it any way to make pulse weapons depleteable ???
with no recharge time
:wink:
Title: Re: Pulse weapons
Post by: MLeo on December 10, 2007, 12:34:10 PM
Check to see if the CGSovereign does what you need it.
Since it to has a finite number of "charges" for the Quantum Torpedoes.
Title: Re: Pulse weapons
Post by: Bones on December 10, 2007, 01:41:58 PM
got it, so now if I fire enough quants they will deplete as regular torps ? If yes then I have preety nice idea to make nemesis sovereign hp as canon as possible  :D
Title: Re: Pulse weapons
Post by: MLeo on December 10, 2007, 03:19:25 PM
You won't get a nice counter, but they will deplete.
Assuming you didn't set recharge rate to above 0.
Title: Re: Pulse weapons
Post by: Nighthawk on December 10, 2007, 04:42:18 PM
a heads-up: MLeo's Detail fix will affect how your pulses are recharged/fired. if your ship has phasers, setting the phaser power to high will also increase pulse power, but will increase the discharge rate. (namely, less shots per tube per volley)
that's ok if you're close and you know you won't miss the target, so you can pack a punch with a single shot.

lower power will decrease the damage power per shot, but will give you higher recharge rates so you can fire quicker if you miss.

at least, that's what I could figure using the defiant.