[Mod][WIP][ON HOLD] FTL: Engi Conspiracy Mod

Discuss and distribute tools and methods for modding. Moderator - Grognak
Mommothazaz123
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby Mommothazaz123 » Mon Jun 23, 2014 1:47 am

Problem- The animation (projectile) for the custom weapon is not showing up. Currently it is an exact copy of the Heavy Laser I, but the projectile does not show up. Any ideas?

Code: Select all

<animSheet name="laser_heavy10" w="200" h="20" fw="50" fh="20">weapons/laser_heavy10_strip4.png</animSheet>

<anim name="laser_heavy10">
   <sheet>laser_heavy10</sheet>
   <desc length="4" x="0" y="0"/>
   <time>0.5</time>
</anim>

Under resources, I do have a "laser_heavy10_strip4.png", which should be the heavy laser projectile.
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DarkPhoenix141
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby DarkPhoenix141 » Mon Jun 23, 2014 5:23 am

Hmm... Weird...

3 is reasonable.
This is no easy mission...

BUT YOU SON. YOU WERE BORN FOR IT.

And remember:

GODS WILL BE WATCHING
Mommothazaz123
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby Mommothazaz123 » Mon Jun 23, 2014 3:48 pm

DarkPhoenix141 wrote:Hmm... Weird...

3 is reasonable.

What do you mean by 3 is reasonable? Do you mean the animation length?
The other heavy lasers have the exact same coding, except different names. (Still all strip4)
Mommothazaz123
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby Mommothazaz123 » Mon Jun 23, 2014 6:08 pm

So I was experimenting with charge times, shots fired, and speed...

And this happened.
Image
META_mahn
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby META_mahn » Wed Jun 25, 2014 3:19 pm

Mommothazaz123 wrote:So I was experimenting with charge times, shots fired, and speed...

And this happened.
Image

sweet, laser beam cannons.
Back from the dead. After a two year hiatus.
dalolorn
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby dalolorn » Thu Jun 26, 2014 1:06 pm

Not quite so sweet, I'm afraid - if it deals damage, it'll destroy any ship within maybe three seconds. If it ionizes, it'll shut down the shields and target system within the same time - possibly shutting down the entire ship if properly targeted. If it stuns, it'll lock the enemy crew in place, same rules as with ionizing. Fire or breach chances? Target room is a burning wreck within seconds.

If it's a flak with sufficient radius and targeting, the entire ship will be completely COVERED with projectiles, with the result being the same as or worse than the result of firing one of this thing's regular counterparts.
Mommothazaz123
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby Mommothazaz123 » Thu Jun 26, 2014 3:58 pm

No, I'm not including this in the mod. This was a special request from a friend. It's far too OP to use in actual gameplay.
META_mahn
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby META_mahn » Thu Jun 26, 2014 4:55 pm

I mean how the cannon is firing really fast looks cool.
Back from the dead. After a two year hiatus.
Mommothazaz123
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod

Postby Mommothazaz123 » Thu Jun 26, 2014 5:14 pm

Progress! (sort of)
At least my computer doesn't crash anymore.
Anyway, I've got one ship nearly done (needs gibs).
I got permission to use art from R4V3-0N (is that how you spell it?), so that saves me quite a lot of time.
The first release of the mod won't include much, just some engi ships and flagship. (Player ships are still in dev.)
Mommothazaz123
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Re: [Mod][WIP] FTL: Engi Conspiracy Mod (The Vengance comple

Postby Mommothazaz123 » Sun Jul 06, 2014 3:21 am

Eh, I've got no idea where this mod is going.
I'm still developing this (slowly nonetheless)
My current problem is real life. I'm not going to be in the country for the next month. (Although I can get plenty of work done on trains/planes!) Expect sporadic updates of medium to large amounts of content.
12 hour flights... At least I've got something to do now

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