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BC Forums => BC Scripting => Topic started by: King Class Scout on January 20, 2012, 09:28:13 AM

Title: Hard to destroy ships, a common hardpointing goof
Post by: King Class Scout on January 20, 2012, 09:28:13 AM
I've hit a little snag, and it keeps cropping up in EVERY hardpoint I've ever worked on. sometimes, you'll get a ship where you'll blow everything off, and the ship may even be totally missing, but it never blows

I know about ticking the "critical" box, but sometimes even THAT doesn't help.
Title: Re: Hard to destroy ships, a common hardpointing goof
Post by: tiqhud on January 20, 2012, 01:43:49 PM
two other things you might try in the ship property the damage resoulation, forget if raise or lowered

but in the scripts-ships. PY  [lookl for]

   if (not App.g_kLODModelManager.Contains(pStats["Name"])):
      # Params are: File Name, PickLeafSize, SwitchOut Distance,
      # Surface Damage Res, Internal Damage Res, Burn Value, Hole Value,
      # Search String for Glow, Search string for Specular, Suffix for specular
      pLODModel = App.g_kLODModelManager.Create(pStats["Name"])
      pLODModel.AddLOD(pStats["FilenameHigh"], 12, 220.0, 15.0, 15.0, 400, 900, "_glow", None, "_spec")

see those 15.0 (s)  {carefull here} if raise em to much the ship blows very easy

Forgot to add, this is a setting that is Per ship, you might have one that destories well at 15.0 , but then one that destories to easy, then one not hardly at all, it needs to be set , Tested then adjusted agian.
Title: Re: Hard to destroy ships, a common hardpointing goof
Post by: King Class Scout on January 20, 2012, 02:13:47 PM
it'd have to be set to the ship's scale, then.  wonder if Sov or Defiant would like to chime in.  i've had serious problems with this piece of scripting.
Title: Re: Hard to destroy ships, a common hardpointing goof
Post by: hobbs on November 04, 2012, 03:19:03 PM
hmm any more info available on this issue? am struggling with this problem now.
Title: Re: Hard to destroy ships, a common hardpointing goof
Post by: vonfrank on November 07, 2012, 09:40:32 AM
There's also the "DamageRadMod" and "DamageStrMod".
These lines sometimes appear in the ships script file. Increasing these numbers increases how easy it is to "wear away" the hull of the vessel, and decreasing it does the opposite. I'm not really sure what the two different numbers do individually.... perhaps someone out there knows specifically what they do.

If your ship is small, you will want to put the numbers for these values to something like:
      "DamageRadMod" : 0.5,
      "DamageStrMod" : 0.5,

This may help to solve your problem KCS.
Title: Re: Hard to destroy ships, a common hardpointing goof
Post by: hobbs on November 07, 2012, 11:38:56 AM
thats helped me thank you  :dance :yay: :D :bow:
Title: Re: Hard to destroy ships, a common hardpointing goof
Post by: tiqhud on November 07, 2012, 02:09:39 PM
There's also the "DamageRadMod" and "DamageStrMod".
These lines sometimes appear in the ships script file. Increasing these numbers increases how easy it is to "wear away" the hull of the vessel, and decreasing it does the opposite. I'm not really sure what the two different numbers do individually.... perhaps someone out there knows specifically what they do.

If your ship is small, you will want to put the numbers for these values to something like:
      "DamageRadMod" : 0.5,
      "DamageStrMod" : 0.5,

This may help to solve your problem KCS.
not bad call