Pulse and phaser Modding Question -1 reply

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John Hamm

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1st December 2006

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#1 12 years ago

I tend to think that I have a fair understanding of hard pointing, but there are a couple of things that still seem to elude me. 1. When modding pulse weapons I note two seperate items seem to deal with the amount of damage 1 being the damage located in the amount of power in the phaser itself (which with phasers does in fact determine the amount of damage) but there is also the projectile file and there is a line in there for -Get damage- (and for photons this is what determines damage) but with pulse you have both of these as a factor... so can someone explain to me how this works. 2. Phasers: in this section you have the first line being -Max- which is usally a 5 the next line being the amount of -Max power- lets say -2000 and then you will have another saying-min power- which is usually a-1, so my question is this does the phaser fire 2000 points of damage over 5 seconds or is it that it fires 2000 points of damage each second. Thank you all in advance for any light that you may be able to shed on this. John W. Hamm:cool:




Vasir

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29th October 2006

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#2 12 years ago

in addition to john's question i have tried but i can't seem to get it to work, how can i change the phaser textures on a ship? thanks




N1GH7H4WK

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27th April 2006

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#3 12 years ago

A: visit BCC for more options http://bc-central.com/forums 1: using pulse weapons will override the damage value in the HP. so, no matter what value you put in the "MaxDamage" field, the real damage you'll get will be that in the pulse weapon file (KlingonDisruptor.py, PulsePhaser.py, KessokDisruptor.py, whatever) 2: that's actually a margin for loading and unloading charges. MaxCharges is the amount of shots you can fire. MinFiringCharge is "how charged the phaser must be BEFORE you can fire" note that if you have 5 charges and 4 minimum charges, and you fire just a small burst (not the 5 charges, 3 for example), you'll have to wait until the phaser loads 4 charges before firing again. the best settings for phasers: MaxCharges: 1 MaxDamage: use at will MinFiringCharge: 1 DischargeRate: 1 RechargeRate: 0.2 that will give you 1-second bursts with 5 seconds between shots. for pulse weapons: MaxCharges: at will. usually between 5-10 MaxDamage: doesn't matter. depends on the weapon file MinFiringCharge: MaxCharges - 1 DischargeRate: 1. doesn't really matter. the minimum default value is usually 1 RechargeRate: 0.1 remember to visit BCC!




N1GH7H4WK

BC modder. So, what?

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27th April 2006

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#4 12 years ago
Vasir;3816669in addition to john's question i have tried but i can't seem to get it to work, how can i change the phaser textures on a ship? thanks

bottom-right field on the phaser properties (if you're using MPE). if not, if you're using notepad, search for ".tga" and that will take you to the line you want. the default texture is "data\phaser.tga" there are also some properties to stretch and tile the textures. play around with them. it's hard to explain them by words.




John Hamm

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1st December 2006

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#5 12 years ago

I thank you very much however I guess there was still one thinkg I didn't get, and that is, I understand the amount of energy isn't that important, but If the Max damage is set at 2000 and I fire I full 5 second burst how much damage is actually being delivered I.E. 2000 or 10000 or if I fire for 1 second is it 2000 or 400, I'm just trying to understand better




N1GH7H4WK

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27th April 2006

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#6 12 years ago

damage is given PER SECOND. so: 5 charges / 1 charge per second * 500 damage = 2500 damage (five seconds shot) for better results use 1 charge, 1 discharge p/s, and x damage so you rely on the damage and not in the amount or duration of shots.