Bridge Commander Central
BC Forums => BC Scripting => Topic started by: zgok on April 05, 2013, 03:27:47 PM
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Hello again lads! I have a question, I am trying to create a plasma torpedo for a Romulan Bird of Prey that each time it fires, it uses a part of the Bird of Prey's power, just as in "The Balance of Terror" Also, how does one make the Torpedo lose constantly power over a distance?
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I believe all torps are scripted to draw power...just like every thing else in the hardpoint. But dropping damage? I don't think that's possible with BC's scripts. not YET, anyway
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Thank you so much for the reply. Ah yes, of course. How could I make a torpedo use sufficient enough power when fired that I would have to make power balances between power for my cloak and weapons systems? I have set the Getpowercost line to 40 on the Plasma Torpedo's scripts, is that the right one to modify if I change is to say, 400?
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The GetPowerCost should be the right one to modify, but I don't know if the functionality really was implemented. To try this you should set it to an absurdly high number ( or atleast way more than the warpcore- output).
Also; About those Plasma Torps, take a look at this:
http://bridgecommander.filefront.com/file/Starfleet_Museum_Romulan_Pack;36379 (http://bridgecommander.filefront.com/file/Starfleet_Museum_Romulan_Pack;36379)
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You'd probably need to switch from Green Alert to Red, and that can be [easy to miss].
And look at Projectial Script [PY] at the damage it does, that will give you , an idea of the getpower setting
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The GetPowerCost should be the right one to modify, but I don't know if the functionality really was implemented.
it never was... it is kinda pointless in the torp script...
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the equivalent line in the Torpedo tube on the hardpoint is probably what you're looking for.
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Thank you all for your replies. I will put it to test.
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LOOK for [ SetNormalPowerPerSecond ]
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Thank you, I will.
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first: GetPowerCost doesn't work.
there is no SetPowerCost function from where to call GetPowerCost, so it's kinda useless.
the torpedoes won't drain any power from your battery except for the tube itself, which is powered by the torpedo system.
second: you are always draining power from your battery, and the warpcore is always making up for that drain and recharging the battery, as long as you drain less power than the warpcore can provide.
.... then you have the tractor system which drains power directly from the battery, but only when they're firing.
...and you have the cloaking system which drains auxiliary power directly, but only when it's active.
if you take a look at the warpcore outputs in MPE, you'll see that the battery conduit is always bigger than the warpcore conduit.
that's because the warpcore is added on top of the battery conduit.
so, the only way to make your torpedoes drain power in a way that it would present you with a management problem, would be to make your torpedo system drain enough power to exceed that of the warpcore and enter the drain margin of the main battery.
but, you would also need the advanced power mod to make those allocations specifically to the torpedoes, because if you cut power to weapons you would also be powering down beams and cannons proportionally to their total power drain.
....I've recently learned that trying to change just one thing in the game almost always ends up creating ten new problems to change :P
(you might be able to achieve what you want through FTech or NanoFX.... but anyways, you'll need to edit more than just the torpedo)
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Thank you Nighthawk, I will take that into consideration.