Ok, it was requested and doing this lets me put off some other things I'd rather not do...
To put Romulan Disruptors on a ship
1 - See if the ship you're editing currently has pulse weapons. Look both in the property window on the left hand side of the screen and in the menu Property-> Show template list areas.
If it does, skip to step, editing Pulse Weapons.
Example - I've opened the Warbird.nif and loaded Warbird.pyc A quick glance in the property window confirms that it already has Disruptor Cannons. Ships cannot have duplicate weapon types (phaser, pulse or torpedo), so I can go straight to the editing stage...
2 - Creating a pulse weapon property. Access the Property -> Show Template List Menu. Click the 'New' button to the left of the OK button, at the bottom of the window.
From the list select 'Weapon System'. Give the weapon an appropriate name, like 'Disruptors' or 'Pulse Batteries'. The created 'parent' weapon property will appear at the bottom of the property list on the right. This is the property for the overall weapon TYPE. We still need to create properties for each individual pulse weapon we wish to have. This is accomplished in much the same way as creating the 'parent' property, from the 'Available Templates' Window again click the leftmost 'New' button, this time create a 'pulse weapon', giving each one a name (like Port Canon 1) until you have as many as you want. As before each created property appears at the bottom of the Template Window. When you're done click 'OK' to return to the main window.
The final stage in property creation is to add them to the ship. Do this using the 'Add Property' button on the left. Now we have to...
3 - EDIT the Disruptors
Open the 'parent property' - the Weapon system property. It contains the following fields:
Weapon System Type: (scroll box/list) This sets the type of weapon defined by this weapon system. For our purposes we need to scroll down and select 'Pulse'
Single Fire (check box): If this is checked, only one weapon of this type can fire at anyone time.
Slow Weapon (check box): If this is checked, the AI will pause to line up it's aim before firing. Unnecessary with phasers, but use your judgement with disruptors - playtest! (The best bit about HPing)
Firing Chain String: Seethis thread for details on firing chains...
Normal Power/Second: The TOTAL power drained by this weapon system when at 100%. See this thread for more on Power allocation.
Subsystem Properties For 'parent' properties, largely irrelevant, just make sure that the check boxes 'Targetable' and 'Critical' are UNCHECKED. Set the hit points to 100000 and 'Disabled at' to 0. Then leave it!
Now on to editing the individual Pulse Weapon Properties:
Orientation: Sets the direction that your weapon points in. The red line in the main window indicates direction of fire. For forward firing, set Y to 1 and X and Z to 0 in the 'Direction Fields', X and Y to 0 with Z at 1 in the 'up' fields and x to 1 and Y and Z to 0 in the 'Right' fields. To get other directions experiment!
Angles: Sets the fire arc for the weapon. Centred on the red line. Always have the lowest angle in the left box, going to the higher angle in the right box (i.e. -30 to 30 as opposed to 330 to 30 or 30 to -30). Again experiment here.
Cooldown Time: Defines the minimum time that has to exist between shots fired with the same weapon. A low cooldown time leads to a rapid fire weapon (providing it has the charge to sustain lots of shots).
Script: A HUGELY IMPORTANT FIELD. Defines the Tactical.Projectiles. used by the weapon to create the pretty projectile object in the game. Unless you have a python editor I strongly recommend that you use pre-made scripts here. Look in you Scripts/Tactical/Projectiles directory for examples and remember that Python is CASE SENSITIVE!
Example, for stock romulan disruptors the field reads:
note also the lack of .py(c) at the end of this example.
Max. Charge: self-explanatory! Max. Damage: again, self-explanatory Max. Damage Distance: The maximum range at which your weapon does max damage. Measured in Game Units (i have no idea of scale). 80 appears to be standard. Min. Firing Charge: For pulse weapons, just another way of controlling rate of fire. Normal Discharge Rate: Amount of charge used per shot. Recharge Rate: The base rate at which the weapon accumulates charge/second. Increased if the player boosts power to weapons. Fire Sound: Put the name of the sound (not the full file name) you want to sound when the weapon fires here. Look in SFX\Weapons for sound files.
Firing arc indicator Icon Icon Number: The icon used to indicate the fire arc of the weapon. Examine other HPs to find suitable Icons. 512 works well for forward firing weapons. Icon Offset: 2d co-ordinates that define where the icon appears on the 2D weapon status window. Experiment (75 is roughly central)
Weapon Weapon IDs and groups are also covered in this thread
Dumb-Fire capable: (check box) if you check this the ship can fire this weapon without a target.
Damage Radius: How big an area the weapon damages. Important for sub-system and visual damage effects.
Weapon Icon: As with Firing arcs, experiment. 365 is the standard Disruptor icon. Again the X and Y values define where the weapon icon appears in the status window.
Sub-System Properties Hit-Points: How tough your weapon is to destroy. Repair Complexity: How hard it is to repair. The higher the number the more repair points required to repair 1 hitpoint. Disabled at: the % damage required to stop the weapon from functioning.
Radius: The size of the weapon in Game Units.
Flags: Critical (check box): If this is checked, destroying this weapon will also result in the destruction of the ship. Targetable (check box): If this is checked than other players can target this sub-system. Primary (check box): Your guess is as good as mine... I guess it allows for redundant systems but I'm not sure...
3D Position: Where the weapon is on the model. I recommend strongly the use of the 'shovel' icon and the 'Get Position Button'.
2D Overlay: Determines the position of the system icon on the damage status window. Making it identical to the Weapon Icon X and Y values is common sense.
That's it, mod away! Other HPers feel free to add hints, tips and good time-saving advice. Anymore questions feel free to ask...
mm nice, stickied ;)
okay but what about the weapon script?
I was wondering about the power requirements... i'm trying to make a disruptor system that is the ultimate punch. the highest damage you could possible get, taking out a fed spacestation with one hit. the catch is i want it to totally drain all the power from the ship for quite a while. it's like a ast resort gun. the prob is i don't know how to to this. if i edit the power per second in the main pulse properties to a high drain, it simply disables my ship from the start, and never regains the power. i tried editing the power cost number within the disruptor py script, but it doesn't seem to do anything. i've set it to somewhere in the 900000's range, all the way down to 10, and even in the negatives. yet i never see a difference in power management when i fire. i would like it to suck all the power from the other systems if possible, like drain away all phaser power that's banked up, and so forth. i want the ship to be completely crippled after the one shot, and only regain power after like 30 secs to a minute. is anything i said possible?
one thing to correct the above
Max. Damage Distance: The maximum range at which your weapon does max damage. Measured in Game Units (i have no idea of scale). 80 appears to be standard
this is incorrect. Max damage distance for disruptors is the maximum distance the disruptors will fire in K
USS_PabloI was wondering about the power requirements... i'm trying to make a disruptor system that is the ultimate punch. the highest damage you could possible get, taking out a fed spacestation with one hit. the catch is i want it to totally drain all the power from the ship for quite a while. it's like a ast resort gun. the prob is i don't know how to to this. if i edit the power per second in the main pulse properties to a high drain, it simply disables my ship from the start, and never regains the power. i tried editing the power cost number within the disruptor py script, but it doesn't seem to do anything. i've set it to somewhere in the 900000's range, all the way down to 10, and even in the negatives. yet i never see a difference in power management when i fire. i would like it to suck all the power from the other systems if possible, like drain away all phaser power that's banked up, and so forth. i want the ship to be completely crippled after the one shot, and only regain power after like 30 secs to a minute. is anything i said possible?
ok a couple of things you can do here.
you can set the disruptor power per second to a number high enough to start to drain your main battery and/or your aux power. next edit the recharge time and make it really low. i think 0.0001 should doit and give it a cool down time of however many secs you want to disable it, say 900 secs (15 mins) or higher. it will take you awhile to build up to that 1 shot, but you will have it from the beginning. once you use it though it should take awhile to recharge.
the power cost in the projectile script is suppose to relate to how much power you need to fire the weapon. i'm still unsure if this actually works or not. i think it directly relates to the warpcore. so if your main conduit is something like 5000, and the power cost is 5000, you must have drained your main battery and aux power first... like i said this is just a theory
Every time I go to add a weapon, I click Add Property then click what I want to add, the weapon I created, and I get the "Illegal Operations" popup and have to load it all back up again. What am I doing wrong?
*edit* Actually, any time I go to add ANYTHING through the Add Property button, it crashes with the "Illegal Operations" popup. HELP! PLEASE!
I didn't make it!
One kilometer is about 5.78142 game units. I'm not sure if this number is completely right. You can check it at BCU forum.