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BC Forums => BC Scripting => Topic started by: Zeks on February 24, 2010, 07:23:39 PM

Title: Shield Question
Post by: Zeks on February 24, 2010, 07:23:39 PM
Hi I'm relatively new to this whole modding thing so forgive me if this might sound stupid.

Is it possible to have a ship start out with 50% or so of its max shield value and never go over that 50% when it recharges them in the game. The reason I'm asking this is that i want to make the shields on a NX class ship weak so that the damage will leak through simulating the effects of a polarized hull.
Title: Re: Shield Question
Post by: Morgan on February 24, 2010, 09:39:59 PM
Welcome to the forums! To answer your question:

It is possible to have a ship start out damaged with it's shields drained in the way you described, but only for non-player controlled ships. You're best bet would be to set the value of the NX's shield to a low value, you'll achieve the effect you're looking for.
Title: Re: Shield Question
Post by: vonfrank on February 24, 2010, 10:10:19 PM
Welcome to the forums! To answer your question:

It is possible to have a ship start out damaged with it's shields drained in the way you described, but only for non-player controlled ships. You're best bet would be to set the value of the NX's shield to a low value, you'll achieve the effect you're looking for.

the only problem with doing that is that the damage wouldn't bleed through the shields when they are at any value above 50%

Zeks and I are working on this Project together and we want something to reduce the damage but not completely cancel it out. Since BC's shields allow damage to bleed through when they are below 50%, the "Polarized Hull Effect" would be accurately simulated
Title: Re: Shield Question
Post by: Morgan on February 24, 2010, 11:25:25 PM
the only problem with doing that is that the damage wouldn't bleed through the shields when they are at any value above 50%

Zeks and I are working on this Project together and we want something to reduce the damage but not completely cancel it out. Since BC's shields allow damage to bleed through when they are below 50%, the "Polarized Hull Effect" would be accurately simulated
I see, sounds cool. I'd suggest asking about this at the BCS forums as well, you might get better insight there then you would here.
Title: Re: Shield Question
Post by: teleguy on February 25, 2010, 10:12:47 AM
I made a script based on Mleos Multivectral Shields. Put it into the scripts\Custom\Techs folder.
Ftech has to be installed and active and the technology needs to be added to the ship plugin.

Example:
Code: [Select]
Foundation.ShipDef.NX01Enterprise = Foundation.FedShipDef(abbrev, species, { 'name': longName, 'iconName': iconName, 'shipFile': shipFile, "SubMenu": SubMenu })
Foundation.ShipDef.NX01Enterprise.dTechs = {
   "Weakshield": 50
}
Title: Re: Shield Question
Post by: tiqhud on February 25, 2010, 10:29:47 AM
Interesting
Title: Re: Shield Question
Post by: vonfrank on February 25, 2010, 02:32:34 PM
Alright! It works   :D

thanks alot! cookie for you  :)
Title: Re: Shield Question
Post by: teleguy on February 26, 2010, 08:42:14 AM
cookie for you  :)

Thanks!