Spatial Charges

Well here is another fine weapons mod from Sneaker98. The Spatial Charges as seen in Voyager episode "Night" They are invisable untill the...

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Well here is another fine weapons mod from Sneaker98. The Spatial Charges as seen in Voyager episode "Night" They are invisable untill they hit the ship! So there is pratically no way to aviod it. The damage is comparable to a photon torpedo so it is very balanced. :) Thanks Sneaker98! keep it up!

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Download 'spatialcharges.zip' (667KB)

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Sneaker98's Spatial Charges

[General Informations:]

Weapon name:	Spatial Charges
Filename:	SpatialCharges.zip
Version:	1.0
Date:		02/10/29
Author:		Sneaker98
E-mail:		sneaker98@hotmail.com

[Weapon Details]

Textures:	All 256x256 tga's
Weapon Specs:   Randomly detonating rapid fire explosion, about the power of a photon

[Installation]
Unzip the file into a temp folder. Then install the BCMod using the BCMI. Then install the spatial charges onto a ship you want.

[Credits]
Sneaker98. I did everything, from the programming to making the textures and sounds! Everything but the alpha on the textures

[Thanks]
To GTea and Starforce for alpha'ing the textures of the explosion. Took them lotsa tries but starforce finally got them working right! Thanks, guys!

[Read HERE To Install Onto A Ship!!!!!!!!!]
I included a modified Centaur hardpoint in the zip file so you can see how its done. Just open it 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!

[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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