Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: Digital_Clarity on May 21, 2010, 12:38:08 PM
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Ok,
I'm running KM 1.1 Beta with current patch. I used BCUT 1.7.5 to interject the "phased torpedo" script into
the weapon.py (PhotonTorpedo.py).
Loaded BC, tested the torpedo. It caused normal damage to the target's shields and did not pass through them.
I searched the forum and found a thread concerning the same issue (http://bc-central.net/forums/index.php/topic,6270.0.html),
but I didn't really find what I was looking for as far as a solution. :hithead:
Here's the torpedo script as well.
import App
def Create(pTorp):
kCoreColor = App.TGColorA()
kCoreColor.SetRGBA(255.0 / 255.0, 255.0 / 255.0, 128.0 / 255.0, 1.000000)
kGlowColor = App.TGColorA()
kGlowColor.SetRGBA(255.0 / 255.0, 128.0 / 255.0, 0.0 / 255.0, 1.000000)
pTorp.CreateTorpedoModel(
"data/Textures/Tactical/ds9torp.tga",
kCoreColor,
0.15,
9.0,
"data/Textures/Tactical/ds9torp.tga",
kGlowColor,
2.0,
0.5,
0.6,
"data/Textures/Tactical/TorpedoFlares.tga",
kGlowColor,
12,
0.3,
0.1)
pTorp.SetDamage( GetDamage() )
pTorp.SetDamageRadiusFactor(0.15)
pTorp.SetGuidanceLifetime( GetGuidanceLifetime() )
pTorp.SetMaxAngularAccel( GetMaxAngularAccel() )
# Multiplayer specific stuff. Please, if you create a new torp
# type. modify the SpeciesToTorp.py file to add the new type.
import Multiplayer.SpeciesToTorp
pTorp.SetNetType (Multiplayer.SpeciesToTorp.PHOTON)
return(0)
def GetLaunchSpeed():
return(20.0)
def GetLaunchSound():
return("Photon Torpedo")
def GetPowerCost():
return(20.0)
def GetName():
return("Photon")
def GetDamage():
return 600.0
def GetGuidanceLifetime():
return 8.0
def GetMaxAngularAccel():
return 0.3
def GetLifetime():
return 12.0
try:
sYieldName = 'Phased Torpedo'
import FoundationTech
try:
oYield = FoundationTech.oTechs[sYieldName]
FoundationTech.dYields[__name__] = oYield
except:
pass
except:
pass
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Did you install FTech and turn it on?
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i thought KM came with FTech tho? still, make sure the mutator for Foundation Technologies is turned on...
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Yeah, sure.
Shame on me.
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KM 1.1 Beta has FTech and mutators are auto-activated for you after installation. It should work fine
after interjecting the script into the torpedo.py. I am befuddled.
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you may want to ask about it in BCUT's forum (http://bcs-tng.com/forums/index.php?board=69.0) at BCS...