Bridge Commander Central

BC Forums => BC Scripting => Topic started by: DKealt on October 07, 2009, 08:13:06 PM

Title: Projectile Lifetime
Post by: DKealt on October 07, 2009, 08:13:06 PM
I've been trying to optimise my install, using things like correcting the projectiles lifetime to limit the no. of objects in a scene.

I always assumed that all that was required to do was modify the "GetLifetime" part of the projectile script. However, I've tested this on a few torpedoes and apparently modifying the value does nothing.

What is it that needs to be edited?
Title: Re: Projectile Lifetime
Post by: Bones on October 08, 2009, 01:59:59 AM
Doesn't 'GetLifetime' work only with pulse projectiles like disruptors, pulse phasers or torpedoes set as a pulse weapon like on Sovereign or Prometheus ???
Title: Re: Projectile Lifetime
Post by: teleguy on October 08, 2009, 04:43:59 AM
IIRC you have to add
Code: [Select]
pTorp.SetLifetime( GetLifetime() )to the torpedo script.
Title: Re: Projectile Lifetime
Post by: DKealt on October 08, 2009, 09:20:46 AM
Ah get it yeh,

that part was missing on a few of my scripts.

Thanks