Bridge Commander Central
BC Forums => BC Scripting => Topic started by: mckinneyc on May 22, 2012, 04:48:13 PM
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Wonder if someone could help me out?
I wish to increase how long the phaser firing durations are on LC's Wolf 359 ships as they fire in very rapid bursts. Too rapid for me lol
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I do belive there is a way thorugh edit mode but im not sure what it is.
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are you talking about for screenshots? or for QB?
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For quick battle Jimmy. Never been happy with the short bursts they fire. I assume there is something you edit in the hardpoints but I have no idea
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SetMaxCharge will determine how many seconds the phaser will fire for...
there was a thread somewhere that went into further details... ill see if i can find it...
there is also this from the SDK:
Energy Weapons: These are things common to all energy weapons (phasers, disruptors, tractors).
Max charge: The maximum amount of charge that can be stored in this weapon. Not applicable for tractor beams.
Max damage: The maximum amount of damage that can be dealt by this weapon, in ideal conditions. For tractor beams, this is the amount of force applied.
Max damage distance: The maximum distance at which full damage will be done by this weapon. (or in which the tractor beam will fire)
Min. firing charge: The minimum amount of charge needed to fire this weapon. Used to prevent cases where weapons fire for a fraction of a second, drain, recharge, fire, etc. Not applicable for tractor beams.
Normal discharge rate: The amount of charge drained per second, while the weapon is firing. Not applicable for tractor beams.
Recharge rate: The amount of charge this weapon regains per second, if the weapon system is powered at 100%. Not applicable for tractor beams.
Find a phaserbank. Probably named "portphaser1" or something.
VentralPhaser3Array.SetMaxCharge(5.000000) <--controls max units it charges too
VentralPhaser3Array.SetMaxDamage(1000.000000) <-how much damaged 1 unit of charge does.
VentralPhaser3Array.SetMaxDamageDistance(60.000000) <--your range. I assume in KM.
VentralPhaser3Array.SetMinFiringCharge(2.000000) <---you must charge 2 units before you can fire.
VentralPhaser3Array.SetNormalDischargeRate(1.000000) <-discharges 1 unit of charge (I believe this will use 1 per second which means max charge 5 is a 5 second burst)
VentralPhaser3Array.SetRechargeRate(0.080000) <--a rather slow recharge rate. I'd use .2 or .4 for a quick charge bank. experiment.
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Jimmy you are a star. Thank you
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A good piece of information that has helped me is that when I figured out how to modify Hardpoints, I always wondered what the actual range was for any given number for "max damage distance".
I calculated (through a lot of experimentation) that for every unit of 10, the corresponding distance during gameplay is 1.75 kilometers.
Example: A max damage distance of 100 = 17.5 kilometers.
This gives a good reference when you're actually fighting - as the distances in BC during battle are counted out on-screen in kilometers. So, I use this information tactically during a battle. As soon as I know that the enemy vessel is roughly at the max damage distance range in kilometers, I fire those phasers like crazy. Of course, I fire them when the vessel is farther but I try to conserve as much as I can so that I have a full charge when the enemy is within optimum range. As mentioned, this also applies to tractor distances.
Another good piece of info I figured out is that of speed.
A speed of One (1) in the impulse engine script in the HP is approximately equal to 630kph
Example: A speed of 10.000000 = 6,300kph
I'm sure others have figured out these statistics as well, but I'm just sharing what I came up with for my own personal reference.
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Cheers Moed.
I am glad I am not the only one who likes to tweak the hardpoints
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hey tiq, better write this down for the standardizer sheet...
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Already got
*** 1 km = 5.714 game units *** :thumbsup: thanks for reminder tho
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Are we geeks or what! :yay: