Bridge Commander Central
BC Forums => BC Scripting => Topic started by: tbower on December 10, 2007, 01:29:46 PM
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I have a few questions, have performed searches, but have not found the answers I am looking for.
1. With the new Defiant pack that just came out, whenever I start a new QB (I just use the standard QB), my Defiant can get off maybe one round of shots from the pulse cannons before they inexplicably stop working. When I add a new Defiant (via Saffi), and transport to that ship, it's cannons work, but within a few seconds, the cloak and Torpedo options buttons stop working (go dark). No cheats had been used (to repair the ship). Any reason or fix for this behavior?
2. Firing while cloaked - I searched for this ability, and the only reference I found was that it is not possible to set this in BC. This is odd, considering the Cloakfire Sovereign, and the ST6 BOP that can both fire while cloaked. I looked at the HP's of both ships, and found no setting under the cloaking device that was out of the ordinary. Do we know what to do yet to add this ability to a ship?
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I have a few questions, have performed searches, but have not found the answers I am looking for.
1. With the new Defiant pack that just came out, whenever I start a new QB (I just use the standard QB), my Defiant can get off maybe one round of shots from the pulse cannons before they inexplicably stop working. When I add a new Defiant (via Saffi), and transport to that ship, it's cannons work, but within a few seconds, the cloak and Torpedo options buttons stop working (go dark). No cheats had been used (to repair the ship). Any reason or fix for this behavior?
2. Firing while cloaked - I searched for this ability, and the only reference I found was that it is not possible to set this in BC. This is odd, considering the Cloakfire Sovereign, and the ST6 BOP that can both fire while cloaked. I looked at the HP's of both ships, and found no setting under the cloaking device that was out of the ordinary. Do we know what to do yet to add this ability to a ship?
Fire while cloaked is added as a script to the game, you must then customize the ship plug-in to support the technology, At one point it was possible and we had a cloaked firing scimitar, BOP, ect however the tech to support it was lost i know it exists in some form in KM 9.0 but you would need to pull it out and make it stand alone..
The problem with this is that A: The mod could not be released publicly and B: it could only really be done by a skilled scripter..
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I knew the cloaking would not be something as simple as "firewhilecloaked (1)." Too bad.
Any ideas about the pulse phaser issue? I assumed it was a scripting problem.
Thanks!
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I knew the cloaking would not be something as simple as "firewhilecloaked (1)." Too bad.
Any ideas about the pulse phaser issue? I assumed it was a scripting problem.
Thanks!
It could be a hard point thing, since some hardpoints like the Stargate ships had limits placed on the amount of ammo the pulses could fire... As far as i know this was done by disabling the recharge rate on the pulse weapons changing the recharge rate in the hardpoint may fix this issue
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Have you checked the Engineering section (F5)? To see if they aren't disabled already by damage?
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This is not a damage problem, they just stop responding. It happens like 10 seconds after beginning a battle, sometimes before the ship has been hit at all. They just cut out. This happened on my last KM 0.9.1 install as well, and is happening now on my 1.0 install. If no one else has ever had this problem, then I have no idea. It just gets annoying to have to add a second Defiant and beam over just to use the pulse phasers.
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well, I extensively tested all of Lint's Defiants before posting them and I didn't have this problem, could you show us a console report?
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1- the pulse thing can be caused by
a: you exceeded the warpcore power output and drained the batteries. literally, you're dry empty.
b: if you use the Detail fix mod by Mleo and powered the phaser bar to the maximum, they didn't stop working, they just reload slower.
c: you overpowered the cannons and they got damaged/disabled/destroyed.
d: the HP is set to 0 recharge
e: you're not in position to fire or the cannons are not dumb-fire capable.
f: you're out of range
the black buttons are caused when you beam over another ship AND after yours is destroyed. and they don't stop working completely, you just can't switch torpedoes.
2- for cloaked-firing capability you need Ftech.
(was it FTech?) :roll:
well, the point is, the cloaking device doesn't make it happen, weapon settings do.
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Hey what about the 'Dumb-fire capable' option at the second tab in any torpedo tube hardpoint, tutorial how to make ship capable of firing while cloaked says that you need to have FTech and turn off 'Dumb-fire capable' option, then your ship will be capable to fire torpedos while cloaked but this have to be done on every torpedo tube.
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FTech, as in FoundationTechnologies, does not include Cloak Fire ability, only Admiral Ames "Fire while Cloaked" script had that ability.
It does however include cloak disabling abilities and even a cloak "finder".
You do not need FTech to use the dumb fire ability, this is a normal, stock, BC capability.
If it's on, then you don't need a target to fire. If it's off, then you do and it needs to be in range.
And of course, check the power situation, you should have 3 bars, with 3 different colours.
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I think you all mean the Future Technolgy Adittion by Edtheborg, don't you?
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The only Fire While Cloaked mod that exists is by Admiral Ames.
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The only Fire While Cloaked mod that exists is by Admiral Ames.
Correction: There are two. Really. FTA by Edtheborg has this function. Torpedo only in standard version and torpedo and pulse only in the KM version.