View previous topic :: View next topic |
|
Author |
Message |
MinioN
Moderator


Joined: 13 May 2002
Posts: 696

|
|
|
|
Back to top |
|
 |
MLeo
Fleet Admiral

Age: 22
Zodiac: 
Joined: 26 Nov 2002
Posts: 11439
Location: Netherlands

|
|
|

|
|
|
Well, for the torpedoes:
http://www.bcfiles.com/file.stuff?body=torp_tut
For the Disruptors:
In pTorp.CreateDisruptorModel the first color is the shell color, the second is the core color, then the next variable is the lenght, and the last one is the radius. Please note, the length and radius are "connected" You might have a great weapon at variables x and y. But if you change x by 0.5 then y will be 2y (or so it seems).
And I think for the Phasers it is just trial and error.
|
|
|
Back to top |
|
 |
elminster
Commodore


Age: 34
Zodiac: 
Joined: 12 Dec 2002
Posts: 995
Location: Yorkshire, England

|
|
|
|
Back to top |
|
 |
MLeo
Fleet Admiral

Age: 22
Zodiac: 
Joined: 26 Nov 2002
Posts: 11439
Location: Netherlands

|
|
|

|
|
|
elminster wrote: | The main problem I have with torps is assigning sounds. The name in the Torp Script doesn't seem to match the name of the wav file, yet it still works.
Anyone know how to do this? |
You are referring to the launch sound, right?
Well, you need to create a Sound Plugin.
Create a file. In it you add this:
Code: | import App
import Foundation
Foundation.SoundDef("PathToFile", "Name To Use", Volume in float 1 is normal)
|
Then in your torpedo or pulse script you change the GetLaunchSound():
The return should be set to "Name To Use"
|
|
|
Back to top |
|
 |
elminster
Commodore


Age: 34
Zodiac: 
Joined: 12 Dec 2002
Posts: 995
Location: Yorkshire, England

|
|
|
|
Back to top |
|
 |
MinioN
Moderator


Joined: 13 May 2002
Posts: 696

|
|
|

|
|
|
LOL no problem Elminster thanks guys for the info. If we get any other usefull info here Ill sticky it.
These lines all change aspects of the torpedo's physical makeup:
pTorp.CreateTorpedoModel(
"data/Textures/Tactical/TorpedoCore.tga", <-- Which core texture is to be used
kCoreColor, <-- Tells BC to use the core color created above
0.0, <-- Specifies how large the core is in relation to the rest of the torpedo (core scale)
0.0, <-- Torpedo rotational rate (affects flares)
"data/Textures/Tactical/TorpedoGlow.tga", <-- Which glow texture is to be used
kGlowColor, <-- Tells BC to use the glow color created above
0.0, <-- Specifies the rate at which the glow will pulsate
0.0, <-- Gives the minimum size of the glow
0.0, <-- Gives the maximum size of the glow
"data/Textures/Tactical/TorpedoFlares.tga", <-- Which flare texture is to be used
kFlareColor, <-- Tells BC to use the flare color created above
0, <-- Number of flares the torpedo will have
0.0, <-- Length of the flares that the torpedo will spawn
0.0) <-- Amount of time that the individual flares will last
Thanks Durandal for this toutoral!
|
_________________ "The needs of the many, outwiegh the needs of the few,........or the one"
http://www.federationshipyards.com
http://www.startrekfanatic.com
bcminion@hotmail.com
|
|
Back to top |
|
 |
MLeo
Fleet Admiral

Age: 22
Zodiac: 
Joined: 26 Nov 2002
Posts: 11439
Location: Netherlands

|
|
|

|
|
|
Ok.
Not exactly weapons/torpedoes. But with the shields, the Alpha is the opacitcy (how visible it is).
When set to 0, the shields are not visible.
Any other things I don't recall at the moment?
|
|
|
Back to top |
|
 |
SCV
Cadet 2nd Class


Joined: 19 May 2004
Posts: 59
Location: USS Sovereign NX

|
|
|

|
|
|
Well, all phasers in game fire a very long time, and they are very wide for phasers beam in films. Maybe it will be better to play with real phasers, the game will be more canon 
|
_________________ Prototypes are always first.
|
|
Back to top |
|
 |
Makotokat
Resident Doodler and Bridge Sweeper Cadet 4th Class


Age: 39
Zodiac: 
Joined: 23 Apr 2002
Posts: 4067
Location: Whitby, Canada

|
|
|

|
|
|
Phasers are easy to modify, Just change the maximum charge (lower and they won't fire as long. Try playing with the taper and core dimensions as well (I hate the Galors beams so little damage for such a big beam)
|
|
|
Back to top |
|
 |
elminster
Commodore


Age: 34
Zodiac: 
Joined: 12 Dec 2002
Posts: 995
Location: Yorkshire, England

|
|
|
|
Back to top |
|
 |
Chronocidal_Guy
Commodore


Age: 25
Zodiac: 
Joined: 02 May 2002
Posts: 951
Location: If I only knew...

|
|
|

|
|
|
What is the size limit? Cause I've had a torp in game that used a 512*512 texture. 
|
_________________ Never, ever quote yourself. It makes you look like a conceited idiot with a raging ego.
-Me
Ever feel like you're diagonally parked in a parallel universe?
|
|
Back to top |
|
 |
elminster
Commodore


Age: 34
Zodiac: 
Joined: 12 Dec 2002
Posts: 995
Location: Yorkshire, England

|
|
|
|
Back to top |
|
 |
cds7318
Lieutenant Commander


Age: 22
Zodiac: 
Joined: 08 Feb 2004
Posts: 686
Location: St. Marys Ga

|
|
|

|
|
|
elminster wrote: | Ah, interseting. Maybe I was using a dodgy texture.
Last time I tried anything over the default texture size I go the old box effect.
I think the default size is 64x64, could be wrong on that tho. |
ahh that explains why my torpedo was a box!! thanks elminster 
|
_________________ http://twistedforums.com/forums/showthread.php?t=213

|
|
Back to top |
|
 |
Makotokat
Resident Doodler and Bridge Sweeper Cadet 4th Class


Age: 39
Zodiac: 
Joined: 23 Apr 2002
Posts: 4067
Location: Whitby, Canada

|
|
|

|
|
|
So that's it!
|
_________________

|
|
Back to top |
|
 |
gfranger
Cadet 4th Class

Joined: 23 Jun 2004
Posts: 10

|
|
|

|
|
|
Makotokat wrote: | Phasers are easy to modify, Just change the maximum charge (lower and they won't fire as long. Try playing with the taper and core dimensions as well (I hate the Galors beams so little damage for such a big beam) |
how do you change the change the charge, do you have to go to every py in the hardpoints,or do you go somewhere else? and where are the taper and core dimensions as well?
i know alot of question i'm a newbie to the whole thing so sorry 
|
|
|
Back to top |
|
 |
Trekky_35
Ensign

Age: 17
Zodiac: 
Joined: 18 Sep 2004
Posts: 160
Location: Scotter, England

|
|
|

|
|
|
MLeoDaalder wrote: | Well, for the torpedoes:
http://www.bcfiles.com/file.stuff?body=torp_tut
For the Disruptors:
In pTorp.CreateDisruptorModel the first color is the shell color, the second is the core color, then the next variable is the lenght, and the last one is the radius. Please note, the length and radius are "connected" You might have a great weapon at variables x and y. But if you change x by 0.5 then y will be 2y (or so it seems).
And I think for the Phasers it is just trial and error. |
I'm not sure what programs to use to create these. Please Help 
|
_________________ Visa la France. - don't leave ur chateau without it!
|
|
Back to top |
|
 |
MLeo
Fleet Admiral

Age: 22
Zodiac: 
Joined: 26 Nov 2002
Posts: 11439
Location: Netherlands

|
|
|
|
Back to top |
|
 |
Trekky_35
Ensign

Age: 17
Zodiac: 
Joined: 18 Sep 2004
Posts: 160
Location: Scotter, England

|
|
|

|
|
|
MLeoDaalder wrote: | Notepad will do.
Or PFE (Programmers File Editor). |
Where do you get PFE from?
|
_________________ Visa la France. - don't leave ur chateau without it!
|
|
Back to top |
|
 |
MLeo
Fleet Admiral

Age: 22
Zodiac: 
Joined: 26 Nov 2002
Posts: 11439
Location: Netherlands

|
|
|
|
Back to top |
|
 |
Trekky_35
Ensign

Age: 17
Zodiac: 
Joined: 18 Sep 2004
Posts: 160
Location: Scotter, England

|
|
|

|
|
|
Just Downloaded it.
Great, Thanks 
|
_________________ Visa la France. - don't leave ur chateau without it!
|
|
Back to top |
|
 |
JimmyB76
Fleet Admiral

Age: 33
Zodiac: 
Joined: 30 Jun 2003
Posts: 13365
Location: Rhode Island, USA

|
|
|

|
|
|
i had heard that its better to use PFE for some instances...
|
_________________ --------------------
|
|
Back to top |
|
 |
MLeo
Fleet Admiral

Age: 22
Zodiac: 
Joined: 26 Nov 2002
Posts: 11439
Location: Netherlands

|
|
|
|
Back to top |
|
 |
starforce2
BCU Intersite Relations Director Moderator


Age: 28
Zodiac: 
Joined: 06 Mar 2002
Posts: 7505
Location: Minnesota

|
|
|
|
Back to top |
|
 |
|