Author Topic: BC 1.1 - Low energy disruptors  (Read 635 times)

Offline Bat66wat6

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BC 1.1 - Low energy disruptors
« on: September 14, 2011, 01:12:42 PM »
Georgdi states in an episode of TNG that Romulans can control the amount of damage their weapons (disruptors) do.

The Phaser weapons have a toggle facility to switch them between "high power" and "low power" so that you can switch between damaging both the specific sub-system you are targeting and the targets hull or just damaging only the sub-system.

Would it be possible to apply the same functionality to the Disruptor weapon?
Add a variation of the same phaser power toggle switch to ship menus that have disruptors?

For the curious amongst you I would love such a feature because it's impossible to cripple a ship unless you have phasers. Countless simulated federation starships have escaped the slow painful death they deserve because of this.

It is unacceptable.
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Offline Bones

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Re: BC 1.1 - Low energy disruptors
« Reply #1 on: September 14, 2011, 01:48:27 PM »
Actually there is a script that allows you to control power to each weapon installed on the ship, you can control them from Brex's menu, either you can put each disruptor/phaser down to 10% or even up to 200% of power but that damages weapons instantly because of overload.

...and you can find it here : http://bridgecommander.filefront.com/file/PowerCurrent;32724 ;)

Offline Bat66wat6

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Re: BC 1.1 - Low energy disruptors
« Reply #2 on: September 14, 2011, 02:35:25 PM »
I downloaded the scripts and it isn't what I am looking for. It is far too complex and still doesn't allow me to toggle between "high power" (damage the targeted system & targets hull) and "low power" damage only the targeted sub-system.

JPG diagram attached.
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Offline JimmyB76

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Re: BC 1.1 - Low energy disruptors
« Reply #3 on: September 14, 2011, 03:31:00 PM »
try this:
http://bridgecommander.filefront.com/file/;31845

it contains a script called "Pulse Tech" that will allow a ship to toggle between different pulse weapons...  but this will only switch between weapons and wont have anything to do with how they damage ship systems and subsystems...
i would advise you to have a KM-based install of BC which has this script and functions on a few ships (klingon i think) so you get an idea of how it works and how to apply it to other ships...
in fact, in the download of the link i provided, it comes with a script for a Bird Of Prey which youll notice in that script says:
Code: [Select]
def GetPulseModule(pulsenum):
if (pulsenum==1):
return 'Tactical.Projectiles.PulseDisruptor'
if (pulsenum==2):
return 'Tactical.Projectiles.AdvPulseDisruptor'
return 'End'

def GetPulseName(pulsenum):
if (pulsenum==1):
return 'Cannon: Std'
if (pulsenum==2):
return 'Cannon: Adv'
return 'No Name'
which gives you an idea...
thats the closest thing that is available thus far without creating a whole new different kind of script...

Offline Bat66wat6

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Re: BC 1.1 - Low energy disruptors
« Reply #4 on: September 14, 2011, 03:40:54 PM »
Thanks Jimmy, I will download and study then report back tommorow.  :)
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Offline JimmyB76

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Re: BC 1.1 - Low energy disruptors
« Reply #5 on: September 14, 2011, 03:58:35 PM »
you may also want to check out this:
http://bridgecommander.filefront.com/file/FTech_Foundation_Technologies_;84343
and this:
http://bridgecommander.filefront.com/file/Frontiers_Tech_Pack;101079

with these tech packs, youll likely be able to figure out a way (if it already isnnt included) to have a specific weapon affect a specific ship system...  it might be a very complex thing to do tho and youll need a bit of knowledge to how bc works to create scripts for the result youre seeking...
the second link reqquires the first link, just an FYI...


again, i would recommend a KM-based install of BC which contains all of these scripts (and many more) and have them all working together perfectly...  im not sure if Frontier's Tech Pack is a part of KM, but if it isnt, it can easily be added in...

Offline Defiant

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Re: BC 1.1 - Low energy disruptors
« Reply #6 on: September 15, 2011, 09:27:04 AM »
I think the closest thing is MLDaalder detail fix mod: The weapon slider. Unfortunately the download was on BCU...but its part of KM.

Offline Nebula

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Re: BC 1.1 - Low energy disruptors
« Reply #7 on: September 15, 2011, 09:43:03 AM »
Quote
Unfortunately the download was on BCU...but its part of KM.

no it still exists here on BCC as an attachment in my *List of Mods* thread.
Canon is what people argue exists on ships that don't exist.

Offline JimmyB76

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Re: BC 1.1 - Low energy disruptors
« Reply #8 on: September 15, 2011, 09:47:57 AM »
MLDaalder detail fix mod: The weapon slider.
aaaah right - i had forgotten all about that...

Offline Bat66wat6

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Re: BC 1.1 - Low energy disruptors
« Reply #9 on: September 15, 2011, 06:26:49 PM »
Sorry guys, I haven't gotten to look at the FTech and Frontiers scripts to see if there is anything of value for the low energy disruptors.

The Primary & Secondary shield problem for Scimitar has distracted, as well as having to fix up the Scorpion class attack flyer.

I will have a look tomorrow though.

EDIT:
16th September

Yeah, the Primary Secondary shield generator problem has consumed me. I am going over the ABCs of Python and trying to learn how I can use it in the game.

I will probably get round to it in the next few days, I haven't forgotten my need to damage sub-systems only with disruptors. Without it how can I cripple that "quaint" vessel Picard flies around in?
Great men are not peacemakers! Great men are conquerors!