Plasma rupture

This mod gives colored smoke trails. They last, they're thick enough to fly through, and if the modder who did your ship did his job right,...

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File Description

This mod gives colored smoke trails. They last, they're thick enough to fly through, and if the modder who did your ship did his job right, will be colored correctly for race of ship.

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Sneaker98's Plasma Rupture (Includes Spatial Charges)

[General Informations:]
Name:	        Plasma Rupture
Filename:	PlasmaRupture.zip
Version:	1.0
Date:		03/02/08
Author:		Sneaker98, textures by LoneGunman
E-mail:		sneaker98@hotmail.com


[Details]
Textures:	All 256x256 tga's, created by Lonegunman


[Installation]
Unzip the file into your Bridge Commander directory, the files will be extracted into their proper places. Remember to turn on the Mutator, which is titled: "Sneaker98 PR & SC 1.0 - 03/02/08". This mod will only overwrite one original game file called scripts/Tactical/EffectTextures.py. Everything else is dependant on the foundation mutator.


[Credits]
Sneaker98: I did all the scripting, months upon months of perfecting this mod.
LoneGunman: All the awesome textures which really make it look like plasma. Big thanks to you!


[Thanks]
To my entire beta testing team (i hope i get them all): Crazyhid, LoneGunman, Pegasus, Fallen angel, Terabyte, DaAan, Anduril, Nebula, Pentserv22 and David. I think thats all of them, but if i missed someone please let me know. And another thanks to LoneGunman for the textures.


[How To Rupture A Ships Nacelle]
A ships nacelle will only rupture once it is at least 50% damaged, and only then its a 1 in 4 chance of actually rupturing the nacelle. Keep up a steady stream of torpedoes or pulse weapons, as phasers are not strong enough to rupture the nacelle.


[Read HERE To Install Spatial Charges (which are included) Onto A Ship!!!!!!!!!]
Just open a ship hardpoint up in wordpad and find the "Torpedoes" script.. it should look like this:

#################################################
Torpedoes = App.TorpedoSystemProperty_Create("Torpedoes")

Torpedoes.SetMaxCondition(6000.000000)
Torpedoes.SetCritical(0)
Torpedoes.SetTargetable(0)
Torpedoes.SetPrimary(1)
Torpedoes.SetPosition(0.000000, 0.000000, 0.000000)
Torpedoes.SetPosition2D(65.000000, 87.000000)
Torpedoes.SetRepairComplexity(2.000000)
Torpedoes.SetDisabledPercentage(0.750000)
Torpedoes.SetRadius(0.300000)
Torpedoes.SetNormalPowerPerSecond(100.000000)
Torpedoes.SetWeaponSystemType(Torpedoes.WST_TORPEDO)
Torpedoes.SetSingleFire(0)
Torpedoes.SetAimedWeapon(1)
kFiringChainString = App.TGString()
kFiringChainString.SetString("")
Torpedoes.SetFiringChainString(kFiringChainString)
Torpedoes.SetMaxTorpedoes(0, 200)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.SpatialCharges")
Torpedoes.SetNumAmmoTypes(1)
App.g_kModelPropertyManager.RegisterLocalTemplate(Torpedoes)
#################################################

Anyways, copy this part overtop of the torpedo script in the ship u want to have spatial charges:

Torpedoes.SetMaxTorpedoes(0, 200)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.SpatialCharges")
Torpedoes.SetNumAmmoTypes(1)

Delete any other torpedoes on the ship, i recommend. or this can really screw up your settings. Eg something that looks like:

Torpedoes.SetMaxTorpedoes(1, 80)
Torpedoes.SetTorpedoScript(1, "Tactical.Projectiles.QuantumTorpedoes")

This is another torpedo, delete it and others that look like it. JUST those two lines, SetMaxTorpoes and SetTorpedoScript

And now, look further down in the hardpoint file, and you'll find something like:

#################################################
ForwardTorp1 = App.TorpedoTubeProperty_Create("Forward Torp 1")

ForwardTorp1.SetMaxCondition(3000.000000)
ForwardTorp1.SetCritical(0)
ForwardTorp1.SetTargetable(1)
ForwardTorp1.SetPrimary(1)
ForwardTorp1.SetPosition(-0.083484, 1.896000, 0.161113)
ForwardTorp1.SetPosition2D(65.000000, 15.000000)
ForwardTorp1.SetRepairComplexity(3.000000)
ForwardTorp1.SetDisabledPercentage(0.750000)
ForwardTorp1.SetRadius(0.200000)
ForwardTorp1.SetDumbfire(1)
ForwardTorp1.SetWeaponID(0)
ForwardTorp1.SetGroups(1)
ForwardTorp1.SetDamageRadiusFactor(0.500000)
ForwardTorp1.SetIconNum(370)
ForwardTorp1.SetIconPositionX(77.000000)
ForwardTorp1.SetIconPositionY(35.000000)
ForwardTorp1.SetIconAboveShip(1)
ForwardTorp1.SetImmediateDelay(0.010000)
ForwardTorp1.SetReloadDelay(40.000000)
ForwardTorp1.SetMaxReady(10)
ForwardTorp1Direction = App.TGPoint3()
ForwardTorp1Direction.SetXYZ(0.000000, 0.988936, -0.148340)
ForwardTorp1.SetDirection(ForwardTorp1Direction)
ForwardTorp1Right = App.TGPoint3()
ForwardTorp1Right.SetXYZ(1.000000, 0.000000, 0.000000)
ForwardTorp1.SetRight(ForwardTorp1Right)
App.g_kModelPropertyManager.RegisterLocalTemplate(ForwardTorp1)
#################################################

Except "ForwardTorp1" might be somethin else, like "AftTorp" or something. So copy three lines overtop of the three lines in that script, the three lines are:

ForwardTorp1.SetImmediateDelay(0.010000)
ForwardTorp1.SetReloadDelay(40.000000)
ForwardTorp1.SetMaxReady(10)

Make SURE to change "ForwardTorp1" to whatever it is called in the ship u want to put this weapon on.. like if it was named "AftTorp2" it would be:

AftTorp1.SetImmediateDelay(0.010000)
AftTorp1.SetReloadDelay(40.000000)
AftTorp1.SetMaxReady(10)

So just do those changes to every torpedo script in the file, there is almost always more than one. Eg: if there's a "ForwardTorp1" then there is probably gonna be a "ForwardTorp1", make sure u get ALL of em or they will fire funny!

BIG BIG BIG thing to note: i included all the files for Dreamyards Phalanthium wave because it is also deeply embedded in the Effect file, along with my Spatial Charges. So this mod contains all the files needed for the Phalanthium wave. and REMEMBER to install this AFTER you install DY's Excalibur, because this modifies the Effects.py and EffectTextures.py (until i make a Foundation plugin, which will be in my next release). 


[Copyright]
THIS MODEL(S) IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY Activision TM & (C) INTERPLAY & PARAMOUNT PICTURES.

Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager
and related properties are Registered Trademarks of Paramount Pictures
registered in the United States Patent and Trademark Office.
All original designs are copyright © Paramount Pictures.
No infringement of Paramount's copyrights is intended.


[Distribution]
All files in this zip are for personal use only and cannot be bought or sold. They also cannot be modified without author's permission.
They can be uploaded in any site but credits MUST be given.

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Sneaker98


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Registered 9th October 2002

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