Fellas, I'm working enhancing a few aspects of torpedoes used in the game. I'm personally just interested in enhancing the guidance of torpedoes or perhaps their speed so would you please be so kind to tell me how I can do that? Let me ask like this: 1) I know that there is a folder that houses all the projectiles in BC directory but which one is it exactly? 2) Which photon and quantum torpedo files are the original ones in that folder (their names)? 3) Which part of that file (say, from a photon torpedo) that you indicated as the answer for the question above would I have to change to enhance torpedo guidance? Which one's for speed of the torpedo? I appreciate any feedback, amigos.
The bcfiles torpedo modding tutorial is at: http://bridgecommander.filefront.com/info/torp_tut
Torpedo scripts are in: Bridge Commander\scripts\Tactical\Projectiles
The original files are:
antimattertorpedo cardassiandisrupter cardassiantorpedo disruptor fusionbolt kessokdisruptor klingontorpedo phasedplasma photontorpedo2 photontorpedo positrontorpedo2 positrontorpedo pulsedisrupter quantumtorpedo and romulancannon
The .pys can be obtained from the sdk.
The tutorial explains what number controls what (including speed, guidance, radius etc). A lot of mods you download will also include torps and disruptors they have created. If you compare different torps, knowing how they differ, then you'll get an idea of what to change - eg, photons are faster and less well guided than positrons etc.
I think that's everything for now...
Thanks for the reply, Phil, but that BC tutorial is really abysmal so it didn't help. I knew of it beforehand, too. However, the remaining information may prove quite helpful, especially the SDK thingy...whatever that stands for. I'm getting that asap. Thanks again.
The torpedo tutorial is abysmal, but torpedo scripts comprise of only very small amounts of data - a series of numbers each if which controls a facet of the torpedo.
Let us disect a photon torpedo script:
Starting at the beginning (a good place to start, I hear)
kGlowColor = App.TGColorA() kGlowColor.SetRGBA(255.0 / 255.0, 65.0 / 255.0, 0.0, 1.000000) kCoreColor = App.TGColorA() kCoreColor.SetRGBA(255.0 / 255.0, 252.0 / 255.0, 100.0 / 255.0, 1.000000)
These set the color of the core of the torpedo (the middle bit) and the glow of the torpedo (all the flares and bits that shine around it). It uses RGBA which is Red Green Blue and brightness (Alpha channel)
pTorp.CreateTorpedoModel( "data/Textures/Tactical/TorpedoCore.tga", kCoreColor, 0.2, 1.2, "data/Textures/Tactical/TorpedoGlow.tga", kGlowColor, 3.0, 0.3, 0.6, "data/Textures/Tactical/TorpedoFlares.tga", kGlowColor, 8, 0.7, 0.4)
These set the textures used for the core and the glow. As suggested, the texture files, tga's are to be found in the file data/Textures/Tactical/
pTorp.SetDamage( GetDamage() ) pTorp.SetDamageRadiusFactor(0.13) pTorp.SetGuidanceLifetime( GetGuidanceLifetime() ) pTorp.SetMaxAngularAccel( GetMaxAngularAccel() )
These are the numbers that you most want. The first line sets the amount of damage that the torpedo can inflict. The second sets the distance over which the damage will spread. The third is a guidance parameter and the fourth is a speed parameter. To make things easier (alledgedly) you'll notice there aren't actually any numbers in the bracket. Instead there are descriptions, the reason being, these parameters are listed at the bottom of the script for you to alter directly. They've been renamed to be more descriptive and so there's less chance of you accidently deleting one of the brackets.
# Multiplayer specific stuff. Please, if you create a new torp # type. modify the SpeciesToTorp.py file to add the new type. import Multiplayer.SpeciesToTorp pTorp.SetNetType (Multiplayer.SpeciesToTorp.PHOTON)
This is multiplayer stuff that you name your torp in.
And the next bit is where you change your numbers. Parameters in a script have to be defined individually. The authors of this script have done it in such a way as to put all required parameters in one area for you to change.
def GetLaunchSpeed(): return(19.0)
def GetLaunchSound(): return("Photon Torpedo")
def GetPowerCost(): return(20.0)
def GetName(): return("Photon")
def GetDamage(): return 500.0
def GetGuidanceLifetime(): return 6.0
def GetMaxAngularAccel(): return 0.15
The first is the speed of the torpedo. The second is the name of the sound file that accompanies its launch. The third is the power drain caused by its loading. The fourth names the torpedo. The fifth is how much damage the torp will do. The sixth is how long the torpedo will go on trying to track its target. The final one is how fast the torpedo can turn. A positron torpedo can turn fast, travel slow and tracks the target for a long time.
You rule, my man. I shall put your knowledge into practice as soon as time permits. By the way, what say you we exchange MSN addresses for the messenger? I'd love to collaborate on modding my BC. I also have AOL Instant Messenger, if that's more accessible to you. Let me know, m8.
Many thanks. Feel free to IM me anytime you see me online.