Requesting weapon

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TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Requesting weapon

Postby TheNewbie » Sun Apr 28, 2013 6:37 pm

OK, I'm pissed off. :x I need someone to make a weapon for my FTL : Experimental Warfare project. Here is what weapon I need: a laser weapon which will be named Battleship Crusher Pulse, fire one shot,have 25 seconds of reload time, pierce 5 levels of shields, do 10 hull damage , require NO power and use those images: this for the weapon:Image and this for the projectile:Image






download them here: weapon image: http://www.mediafire.com/view/?g65db63mgp6016t
projectile image: http://www.mediafire.com/view/?aw6mgg9wmkpy3gm
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Requesting weapon

Postby DryEagle » Sun Apr 28, 2013 10:51 pm

Pretty sure no power is not possible. It will need to use at least 1.
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Requesting weapon

Postby kartoFlane » Sun Apr 28, 2013 10:55 pm

Nope. Tried to do it, weapon did not use any power at all (ie. worked as intended). Not sure if, when the weapon system is destroyed, it will still be possible to use it, though...
Either way, I've had some issues with images not appearing and the weapon not firing. I'm not too experienced with weapons, though.
Superluminal2 - a ship editor for FTL
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: Requesting weapon

Postby TheNewbie » Mon Apr 29, 2013 4:59 am

Thank you so much! It's my honor that the two (in my opinion) best modders respond to me! :ugeek:
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: Requesting weapon

Postby TheNewbie » Mon Apr 29, 2013 5:06 am

KartoFlane, I know what might creates that problem : the weapon has 7 frames. DryEagle said that seven frames could break the game! I might upload an image with less.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Requesting weapon

Postby DryEagle » Mon Apr 29, 2013 10:27 am

I was using 6/7/8 as an example. I don't remember the precise number, but it was somewhere between 5 and 9. I think it also varies with weapon type. See the more detailed post here: viewtopic.php?f=12&t=14528&p=45740#p45740 (to stop me typing it out twice)
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: Requesting weapon

Postby TheNewbie » Mon Apr 29, 2013 11:04 am

Ohh...
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Ora_unit_SR388
Posts: 193
Joined: Fri Apr 12, 2013 2:41 pm

Re: Requesting weapon

Postby Ora_unit_SR388 » Mon Apr 29, 2013 11:07 am

wouldn't it go alittle like so:

Code: Select all

<weaponBlueprint name="PULSE_CANNON">
   <type>MISSILES</type>
   <title>Pulse cannon</title>
   <short>Pulse cannon</short>
   <desc>Weapon of massive destruction.  Known to destroy ships in one hit.</desc>
   <tooltip>Fires one shot.  Pierces 5 levels of sheilding. Ten hull damage</tooltip>
   <damage>10</damage>
   <missiles>0</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>1</breachChance>
   <cooldown>25</cooldown>
   <power>0</power>
   <cost>55</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <image>laser_red</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull1</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>Pulse_cannon</weaponArt>
</weaponBlueprint>


I made the code treat the beam as if it were a missile, so thataway, it will ignore 5 shields.
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: Requesting weapon

Postby Metzelmax » Mon Apr 29, 2013 11:23 am

Ora_unit_SR388 wrote:wouldn't it go alittle like so:

Code: Select all

<weaponBlueprint name="PULSE_CANNON">
   <type>MISSILES</type>
   <title>Pulse cannon</title>
   <short>Pulse cannon</short>
   <desc>Weapon of massive destruction.  Known to destroy ships in one hit.</desc>
   <tooltip>Fires one shot.  Pierces 5 levels of sheilding. Ten hull damage</tooltip>
   <damage>10</damage>
   <missiles>0</missiles>
   <shots>1</shots>
   <sp>0</sp> <------------------------WRONG
   <fireChance>1</fireChance>
   <breachChance>1</breachChance>
   <cooldown>25</cooldown>
   <power>0</power>
   <cost>55</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <image>laser_red</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull1</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>Pulse_cannon</weaponArt>
</weaponBlueprint>


I made the code treat the beam as if it were a missile, so thataway, it will ignore 5 shields.


Nope you need to set <sp> onto 5 to shield pierce. Missiles themselves dont pierce. Missiles only use different shot animations (ie none).
Here is the Stuff I made:
ImageImageImageImage
And stuff is always better than no stuff, right?
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Ora_unit_SR388
Posts: 193
Joined: Fri Apr 12, 2013 2:41 pm

Re: Requesting weapon

Postby Ora_unit_SR388 » Mon Apr 29, 2013 11:31 am

ok i get what your saying. lol