Bridge Commander Central
BC Forums => BC Scripting => Topic started by: Bat66wat6 on September 14, 2011, 01:12:42 PM
-
Georgdi states in an episode of TNG that Romulans can control the amount of damage their weapons (disruptors) do.
The Phaser weapons have a toggle facility to switch them between "high power" and "low power" so that you can switch between damaging both the specific sub-system you are targeting and the targets hull or just damaging only the sub-system.
Would it be possible to apply the same functionality to the Disruptor weapon?
Add a variation of the same phaser power toggle switch to ship menus that have disruptors?
For the curious amongst you I would love such a feature because it's impossible to cripple a ship unless you have phasers. Countless simulated federation starships have escaped the slow painful death they deserve because of this.
It is unacceptable.
-
Actually there is a script that allows you to control power to each weapon installed on the ship, you can control them from Brex's menu, either you can put each disruptor/phaser down to 10% or even up to 200% of power but that damages weapons instantly because of overload.
...and you can find it here : http://bridgecommander.filefront.com/file/PowerCurrent;32724 ;)
-
I downloaded the scripts and it isn't what I am looking for. It is far too complex and still doesn't allow me to toggle between "high power" (damage the targeted system & targets hull) and "low power" damage only the targeted sub-system.
JPG diagram attached.
-
try this:
http://bridgecommander.filefront.com/file/;31845
it contains a script called "Pulse Tech" that will allow a ship to toggle between different pulse weapons... but this will only switch between weapons and wont have anything to do with how they damage ship systems and subsystems...
i would advise you to have a KM-based install of BC which has this script and functions on a few ships (klingon i think) so you get an idea of how it works and how to apply it to other ships...
in fact, in the download of the link i provided, it comes with a script for a Bird Of Prey which youll notice in that script says:
def GetPulseModule(pulsenum):
if (pulsenum==1):
return 'Tactical.Projectiles.PulseDisruptor'
if (pulsenum==2):
return 'Tactical.Projectiles.AdvPulseDisruptor'
return 'End'
def GetPulseName(pulsenum):
if (pulsenum==1):
return 'Cannon: Std'
if (pulsenum==2):
return 'Cannon: Adv'
return 'No Name'
which gives you an idea...
thats the closest thing that is available thus far without creating a whole new different kind of script...
-
Thanks Jimmy, I will download and study then report back tommorow. :)
-
you may also want to check out this:
http://bridgecommander.filefront.com/file/FTech_Foundation_Technologies_;84343
and this:
http://bridgecommander.filefront.com/file/Frontiers_Tech_Pack;101079
with these tech packs, youll likely be able to figure out a way (if it already isnnt included) to have a specific weapon affect a specific ship system... it might be a very complex thing to do tho and youll need a bit of knowledge to how bc works to create scripts for the result youre seeking...
the second link reqquires the first link, just an FYI...
again, i would recommend a KM-based install of BC which contains all of these scripts (and many more) and have them all working together perfectly... im not sure if Frontier's Tech Pack is a part of KM, but if it isnt, it can easily be added in...
-
I think the closest thing is MLDaalder detail fix mod: The weapon slider. Unfortunately the download was on BCU...but its part of KM.
-
Unfortunately the download was on BCU...but its part of KM.
no it still exists here on BCC as an attachment in my *List of Mods* thread.
-
MLDaalder detail fix mod: The weapon slider.
aaaah right - i had forgotten all about that...
-
Sorry guys, I haven't gotten to look at the FTech and Frontiers scripts to see if there is anything of value for the low energy disruptors.
The Primary & Secondary shield problem for Scimitar has distracted, as well as having to fix up the Scorpion class attack flyer.
I will have a look tomorrow though.
EDIT:
16th September
Yeah, the Primary Secondary shield generator problem has consumed me. I am going over the ABCs of Python and trying to learn how I can use it in the game.
I will probably get round to it in the next few days, I haven't forgotten my need to damage sub-systems only with disruptors. Without it how can I cripple that "quaint" vessel Picard flies around in?