Search found 2297 matches

by Sleeper Service
Sat Mar 30, 2013 11:08 pm
Forum: Working Mods
Topic: Balanced Arsenal Mod 1.2/1.12b
Replies: 61
Views: 83896

Re: Balanced Arsenal Mod

You can configure the autofire key in the options. I think default is left control. You have to hold it down while aiming the weapon. The Ion beams did work as intended I thought, but I did not do enough testing with higher level enemies. You are right, they always deplete all shields. I removed the...
by Sleeper Service
Sat Mar 30, 2013 7:43 pm
Forum: Working Mods
Topic: Balanced Arsenal Mod 1.2/1.12b
Replies: 61
Views: 83896

Balanced Arsenal Mod 1.2/1.12b

https://dl.dropbox.com/u/72297689/BA%20Banner.gif now with https://dl.dropboxusercontent.com/u/72297689/de%20banner.png content may differ This mod has been merged into FTL Captains Edition and will no longer be supported as a stand alone version. Download Version 1.2 or Download Version 1.12b (Con...
by Sleeper Service
Sat Mar 30, 2013 4:55 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 85662

Re: [Modding]Creating your own weapons

I'm pretty sure everything is set right. Beside the deactivation glitch the weapon animates correctly. Code wise it looks light this: <animSheet name="beam_baton" w="182" h="2000" fw="26" fh="2000">weapons/beam_baton_strip7.png</animSheet> <weaponAni...
by Sleeper Service
Sat Mar 30, 2013 3:23 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 85662

Re: [Modding]Creating your own weapons

So the weapon card bug can be worked around by centring the weapon in an even larger mainly empty sprite. Still there is another glitch when the weapon is attached in weapon slots that protrude and retract their weapons along the x-axis (see auto scouts). I guess on this slots the way the game handl...
by Sleeper Service
Wed Mar 27, 2013 1:24 pm
Forum: Mod Development
Topic: [v1.3][WIP] FTL TotalEventMod!
Replies: 62
Views: 45106

Re: [v1.3][WIP] FTL TotalEventMod!

Probably not possible, but would be nice: (after boarding success, same probability as finding a weapon on the ship) "While you search the enemy ship for scrap a routine scan discovers a glitch in the ships security protocols. If you tinker with the system you might be able to unmount one of th...
by Sleeper Service
Mon Mar 25, 2013 3:44 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 85662

Re: [Modding]Creating your own weapons

Thx DryEagle, ill try that. Hi dudes, quick question, is possible to change the beam graphics (not the weapon, the beam itself) or it is hardcoded?? It will be great if we could change it. We can mod almost everything of this game, except that? :o :cry: If you are into editing weapon sprits then pos...
by Sleeper Service
Sun Mar 24, 2013 9:45 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 85662

Re: [Modding]Creating your own weapons

Hello everybody, my first post here... I think the first rule of animations is Don't Do Animations! :lol: Seriously, of all the problems to have i now have the <chargedFrame> showing up correctly in the hangar weapons list, but being skipped in the game...Image wtf? That's in addition to frames bein...