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BC Forums => BC Modding => Topic started by: vonfrank on December 30, 2012, 04:54:41 PM

Title: Torpedo Explosions & Hardpoint Emitters
Post by: vonfrank on December 30, 2012, 04:54:41 PM
Two questions.

1. Is there a way to give a torpedo or a pulse the ability to create a unique explosion effect when it hits the target? For those familiar with Voyager, I am trying to recreate the Malon Spatial Charges.

2. Is there a way to attach a smoke emitter property to a ship's hardpoint? I know how to attach a smoke trail to a torpedo, would this be done in a similar way? My goal with this is an attempt to recreate the plasma that is always being emitted from the Malon Freighters.

Any help would be appreciated.  :D
Title: Re: Torpedo Explosions & Hardpoint Emitters
Post by: vonfrank on January 01, 2013, 02:06:09 PM
No suggestions yet huh?

I'm aware of Sneaker's Spatial Charges mod, but it is very old and uses the .bcmod format so I am concerned about using it. I also dont know if it looks any good because of just how old it is.
Title: Re: Torpedo Explosions & Hardpoint Emitters
Post by: tiqhud on January 01, 2013, 02:49:09 PM
Use BCUT, got to 'Options' select as Default, if not it will unpack strait into your BC, this way you can LOOK at the files. :D
I just downloaded too, it will be in the "Unpacked' folder, doon't Forget, once youve unpacked 'switch back'
Title: Re: Torpedo Explosions & Hardpoint Emitters
Post by: vonfrank on January 02, 2013, 02:49:43 PM
Thanks tiqhud. I did that and I have been looking over sneaker's files. The problem I'm having with it is that they add a bunch of other things that I dont want to add to my install.

To accomplish what I want with the Spatial Charge effect I figure I need to do the following things:

-Trigger the texture animation for the Spatial Explosion when the torpedo hits the target
-Create a unique sound when the torpedo makes impact

Does anyone know how to do something like this? Can I put this into the torpedo's .py file directly or is another separate script needed?
Title: Re: Torpedo Explosions & Hardpoint Emitters
Post by: tiqhud on January 02, 2013, 03:11:54 PM
Just delete the files you do not want to go into your install, by cross referencing those that only use the Spatial Charge effect. [you've got the files to read thru]
Title: Re: Torpedo Explosions & Hardpoint Emitters
Post by: vonfrank on January 02, 2013, 05:26:56 PM
OK. That seemed to work. The only problem is the speed at which the textures in the explosion change form one to the next. If there was a way to increase the 'frames per second' of the animation it would look a lot better.

Now to deal with my second question...

How do I attach green plasma emissions to the ship at various points? Is this even possible?