Author Topic: pulse torpedo damage problem  (Read 1995 times)

Offline Lord Tribble

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pulse torpedo damage problem
« on: April 29, 2009, 05:33:19 PM »
I've been messing with the hardpoints on my install (again), but have run into a problem with torpedoes set as pulse weapons.

I can't get the pulse version to cause the same amount of damage as when it is fired as a normal torp. It's always around half of the normals.

Here's the code for the pulse:
Code: [Select]
QuantumTurret1 = App.PulseWeaponProperty_Create("Quantum Turret 1")

QuantumTurret1.SetMaxCondition(2000.000000)
QuantumTurret1.SetCritical(0)
QuantumTurret1.SetTargetable(1)
QuantumTurret1.SetPrimary(1)
QuantumTurret1.SetPosition(-0.001501, 2.000000, -0.128764)
QuantumTurret1.SetPosition2D(65, 12)
QuantumTurret1.SetRepairComplexity(1.000000)
QuantumTurret1.SetDisabledPercentage(0.500000)
QuantumTurret1.SetRadius(0.010000)
QuantumTurret1.SetDumbfire(0)
QuantumTurret1.SetWeaponID(8)
QuantumTurret1.SetGroups(28)
QuantumTurret1.SetDamageRadiusFactor(0.300000)
QuantumTurret1.SetIconNum(365)
QuantumTurret1.SetIconPositionX(67)
QuantumTurret1.SetIconPositionY(54)
QuantumTurret1.SetIconAboveShip(1)
QuantumTurret1.SetFireSound("null")
QuantumTurret1.SetMaxCharge(10.000000)
QuantumTurret1.SetMaxDamage(2000.000000)
QuantumTurret1.SetMaxDamageDistance(2000.000000)
QuantumTurret1.SetMinFiringCharge(4.000000)
QuantumTurret1.SetNormalDischargeRate(1.000000)
QuantumTurret1.SetRechargeRate(0.000000)
QuantumTurret1.SetIndicatorIconNum(0)
QuantumTurret1.SetIndicatorIconPositionX(0)
QuantumTurret1.SetIndicatorIconPositionY(0)
QuantumTurret1Forward = App.TGPoint3()
QuantumTurret1Forward.SetXYZ(0.000000, 1.000000, 0.000000)
QuantumTurret1Up = App.TGPoint3()
QuantumTurret1Up.SetXYZ(0.000000, 0.000000, 1.000000)
QuantumTurret1.SetOrientation(QuantumTurret1Forward, QuantumTurret1Up)
QuantumTurret1.SetArcWidthAngles(-0.523599, 0.523599)
QuantumTurret1.SetArcHeightAngles(-0.523599, 0.087266)
QuantumTurret1.SetCooldownTime(10.000000)
QuantumTurret1.SetModuleName("Tactical.Projectiles.FedQuantum")
App.g_kModelPropertyManager.RegisterLocalTemplate(QuantumTurret1)

The max damage is set to the same number as the getDamage property in the torpedoes .py file, but whenever it hits the target it only causes half the damage as the normal torpedo.

Can anyone help make them the same damage?

Edit: Code tags are your friend, El.

Offline MLeo

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Re: pulse torpedo damage problem
« Reply #1 on: April 29, 2009, 05:57:02 PM »
The reason for this is that like Phasers, Pulse weapons have an intensity setting, which has a default, like Phasers, of 0.5 (known as full for phasers).
I think that doubling it would work (the damage that is), but I'll move the thread to Modding to let others make sure about doubling. My first statement is (at the very least) correct.

*Moved to modding*
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline Lord Tribble

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Re: pulse torpedo damage problem
« Reply #2 on: April 30, 2009, 07:39:51 AM »
I set the damge to 4000 and it had no effect  :(
And pulse weapons don't seem to have an intensity setting button like phasers do (in my install atleast)

Offline MLeo

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Re: pulse torpedo damage problem
« Reply #3 on: April 30, 2009, 07:41:40 AM »
It doesn't, but it infact has that ability. If you have the Phaser slider, then it will also affect Pulse weapons, because it has that ability.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Lord Tribble

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Re: pulse torpedo damage problem
« Reply #4 on: April 30, 2009, 09:28:37 AM »
I managed to fix it by making a copy of the torpedo file, doubling it's damage and renaiming it as FedPulseQuantum. Having the ship fire that as a pulse instead of the normal one.

Thanks for the help anyway! :)

Offline vonfrank

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Re: pulse torpedo damage problem
« Reply #5 on: April 30, 2009, 09:44:51 AM »
i have noticed that torpedoes do full dammage to a target (the ammount of dammage that you type into the projectile .py file)

pulse weapons do half of the dammage to a target (half of the value that is typed into the projectiles .py file)

Offline MLeo

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Re: pulse torpedo damage problem
« Reply #6 on: April 30, 2009, 10:32:53 AM »
There is an incredibly important distinction here, one, they do full power when fired from a Torpedo property, but they can do a variable amount of power (depends on the power setting) when fired from a PulseWeapon property.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline JimmyB76

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Re: pulse torpedo damage problem
« Reply #7 on: April 30, 2009, 11:28:14 AM »
i always thought that the MaxDamage of a Pulse Weapon in the hardpoint didnt actually matter, and that the actual damage value of the pulse weapon was defined in the projectile script itself?

Offline MLeo

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Re: pulse torpedo damage problem
« Reply #8 on: April 30, 2009, 11:44:37 AM »
One of the reasons why I moved it to modding.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline vonfrank

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Re: pulse torpedo damage problem
« Reply #9 on: April 30, 2009, 05:24:09 PM »
i always thought that the MaxDamage of a Pulse Weapon in the hardpoint didnt actually matter, and that the actual damage value of the pulse weapon was defined in the projectile script itself?


i think your'e right about that. the value in the hardpoint file doesn't seem to do anything

Offline Lord Tribble

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Re: pulse torpedo damage problem
« Reply #10 on: April 30, 2009, 05:29:01 PM »
It definately takes the value from the weapon file, so why is the maxdamage in the hardpoint even there? :?

We really could do with some sort of documentation of what each attribute for the weapons/other ship stuff actually do. Anyone know of one?

Offline MLeo

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Re: pulse torpedo damage problem
« Reply #11 on: April 30, 2009, 05:53:01 PM »
It's the same thing as I mentioned before with the intensity settings.
Both the Phasers and the Pulse weapons (hardpoint properties that is) share a common ancenstor (sp), same with the Tractor Beam, that's why they have similar settings.
In fact, a tractor beam is-a phaser in BC.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline El

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Re: pulse torpedo damage problem
« Reply #12 on: May 01, 2009, 07:38:09 AM »
i always thought that the MaxDamage of a Pulse Weapon in the hardpoint didnt actually matter, and that the actual damage value of the pulse weapon was defined in the projectile script itself?


Thats correct Jimmy, the MaxDamage setting in the HP for any projectile (torp or pulse) has no effect, the one in the script is always used.