ultra-:bump:
urgh there have been a few important changes to this code in the last week or so. i may want to outline them
Firstly, the issue with the shockwaves have been resolved where the disruption effect wouldn't work at all if the weapon had a shockwave.
Secondly, the "randomness factor" has been made customizable. previously, each disruption time was modified by ± 4 seconds. specifying "+Randomness Time: {time in millseconds}" allows you to control this. it is required if you do use the custom electronics parameter, but the default is 4000
Electronics weapons not using any electronics parameters default back to the original FS2 behavior, as this would break the balance with some campaigns that actually made use of these things before-hand. You can also specify whether your weapon will use the original behavior with modifiable times or my new behavior. The original behavior simply applies the disruption time to all ships, while my code scales the disruption time by an intensity value with a multiplier based on ship type. The new code also allows for varying disruption times based on the subsystem type (engine, turret, beam turret, sensors). The ship_type scale values for the new code have been modified as well
escape pod = 10.0
sentry gun = 10.0
fighter = 4.0 (down from 10.0)
bomber = 4.0 (down from 5.0)
support ship = 3.5 (up from 3.0)
transport = 2
freighter = 1.75
gas miner = 1.0 (down from 1.2)
cruiser = 0.9 (down from 1.0)
awacs = 0.8 (down from 0.9)
corvette = 0.333 (down from 0.4)
capital ship = 0.2
knossos device/comm node = 0.1
supercap = 0.075
here is the table to specify whether you're using a new or old style disruption effect. values listed are default
$Electronics:
+Old Style: ;;required to use old-style disruption effect
+Lifetime: 6000
+Randomness Time: 4000
$Electronics:
+New Style: ;;required to use new-style disruption effect
+Intensity: 1
+Lifetime: 6000
+Engine Multiplier: 1.0
+Weapon Multiplier: 1.0
+Beam Turret Multiplier: 1.0
+Sensors Multiplier: 1.0
+Randomness Time: 4000