Bridge Commander Central

BC Forums => BC Scripting => Topic started by: Worf359Alpha on October 09, 2010, 12:52:15 AM

Title: Scripting Question
Post by: Worf359Alpha on October 09, 2010, 12:52:15 AM
Can any one tell me where to find the script that controls the weapon impact aganst a unsheilded ship, that is to say when a phaser or pulse or torpedo strikes a ship and then the ship reacts from the impact by rolling or changing heading, I have some torpedo scripts like my Quantum Torpedos set with a pretty high damage rating and some ships take a hit and then do a 360, i have tried setting the ships mass higher but this does not help much and i would like to tone this down a bit, any help would be greatfullt appreciated! Thx!
Title: Re: Scripting Question
Post by: teleguy on October 09, 2010, 08:21:45 AM
Should be controlled by scripts\Custom\NanoFXv2\ExplosionFX\ExpFX.py

particularly this part

Code: [Select]
       ### Add Rotational Spin to Ship From Torp Explosion 25% Chance##
        if (App.g_kSystemWrapper.GetRandomNumber(100) < 25):
            if (pEvent.GetDamage() >= 200):

The second line determines the chance a rotation will occur and the third how much damage has to be done to the ship to trigger the effect.

PS: You can disable rotations completely by turning off "Critical Hit Rotations"/"RotationFX" in the NanoFX config panel.
Title: Re: Scripting Question
Post by: King Class Scout on October 09, 2010, 12:35:18 PM
where have you BEEN, man?!
Title: Re: Scripting Question
Post by: tiqhud on October 09, 2010, 04:09:08 PM
I wonder if we can make it ship specific, doubt it, so I will not try YET.
Title: Re: Scripting Question
Post by: Worf359Alpha on October 09, 2010, 10:53:30 PM
Teleguy, Thanks So much !!! Cookie for you!

Hey king, ive been here there and almost everywhere, ive been taking a break from BC but now im back and i have been cannonizing my fleet, how bout you?

Tiq: That would be awsome!