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BC Forums => BC Scripting => Topic started by: DKealt on February 18, 2009, 10:14:58 AM

Title: Pulse Weapons
Post by: DKealt on February 18, 2009, 10:14:58 AM
I'm having an odd problem with scripting some disruptor weapons;

In the KM1.0 pack, iv often found that the charges are incorrect.

ie. The Defiant has been scripted with...

Max Charge:8
Max Damage: 1
Max Damage Distance:100
Min Firing Charge: 1
Normal Discharge Rate: 1
Recharge Rate: 0.9

This results with the ship firing 8 pulses at Max state, but often it just fires 4 and dries up, I just can't figure out why.
I've thought that it mite be sue to increasing the power of the weapons to 125%, but I can't be sure

Any help would be much appreciated
Title: Re: Pulse Weapons
Post by: Dalek on February 18, 2009, 10:39:27 AM
Whats the Max Charge level (not max state)?
Title: Re: Pulse Weapons
Post by: MLeo on February 18, 2009, 12:35:15 PM
Do your projectiles have a launch cost?
Title: Re: Pulse Weapons
Post by: DKealt on February 18, 2009, 08:30:32 PM
ah yes they do have a launch cost, its

def GetPowerCost
     return(10.0)

As for the above mentioned Max. Charge which i mentioned was 8, im unsure as to the difference between Max. Charge and Max. State.

How does the PowerCost of a projectile affect the ship subsystems?
Title: Re: Pulse Weapons
Post by: Defiant on February 19, 2009, 04:46:17 AM
Please note that these values are only correct for medium phaser settings (50%): The strength of your phaser do affect the Pulse Phasers.

So if you set the strength to 0 you will be able to fire a lot of Pulse Phasers which will do not much damage or, if you set it to 100% you will only be able to fire few projectiles which will do a lot damage.
Title: Re: Pulse Weapons
Post by: DKealt on February 19, 2009, 01:06:22 PM
Im confused as to the refered percentages.

How do you set your weapons to 0%, 50% and 100% etc. as far as Im aware, the only place you can do that is in the power menu ingame,

but that only alters the recharge speed of the weapons.


The way the HP is set up now it should fire 8 pulses to drain the charge completly, which it does,

The problem is often that for some reason it will only fire 4

I also have this on other ships, some Romulan ships are set to fire 2 pulses to drain, but sometimes they just won't fire.

Ive had an idea that it might be caused by raising the weapons power to 125% before first draining them but im unsure of this
Title: Re: Pulse Weapons
Post by: Defiant on February 19, 2009, 01:15:45 PM
If you would use the best and biggest *cough* mod pack out there you wouldn't ask this question :)

Search BCU for "Mleo Detail  fix" ...wait... BCU is down.
Title: Re: Pulse Weapons
Post by: MLeo on February 19, 2009, 02:02:27 PM
Ugh, I really need to get that (old) mod sorted out!

But if you don't have the Phaser Power Slider, then you have to assume the 50% mentioned.
Title: Re: Pulse Weapons
Post by: DKealt on February 19, 2009, 02:47:07 PM
Oooooooooo!!!!

Lol I'm really special, I didn't understand that you were refering to the power slider bar,

No problem here at all then, too me a while to understand what I was doing, really simple answer in the end

Yes it only fire 4 pulses when I've boosted the weapon strength