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nzguy2004 April 18th, 2005 02:44 PM

Variable Yeild Torpedoes
 
Is it possible to set the Yelid (or Damage caused) of a torpedo during the game instead of having to edit the file for it in Scripts/Tactical/Projectiles

ChiefBrex April 19th, 2005 04:38 AM

Re: Variable Yeild Torpedoes
 
nope. You'd need a mod to do that. But I'm not sure how it's gonna happen, because that would mean literally changing the hardpoint file via an ingame command. Unless you set up the hardpoint files and scripting files where the hardpoint files have several "SetMaxDamage" variables, but with commands that "deactivate" all but one of them until the command is set to change the yield. That would take a massive rescripting effort. But that may be difficult to do, because I've been trying to do a massive rescripting of the single player mission files, and have run into a form of syntax limitation. So, I'm not sure how versatile the scripts are.

MilleauRekiir April 19th, 2005 11:03 AM

Re: Variable Yeild Torpedoes
 
Yep. You can do it by, for example, having several torpedoes that are identical except for the yield. Then, instead of setting Quantum or Photon, you could set High Yield or low yield. Obviously not a good solution if you have many different types of torpedo, but if its something like the Enterprise Episode "The Expanse", when all that were available were photons of multiple yields to fire against the Klingons, then it would work. Additionally, it would fit in well as there is a button below torpedo type that sets the damage capacity of the phasers.


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