Questions here: an inquiry thread! [Updated Sep 15th, 2014]

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WhiteWeasel
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Tue Sep 22, 2015 12:49 am

I'm using MTE and I'd like to say make an event to give me leveled crew, how would I go about doing this?

<event name="GET_SSLUG">
<text>To your surprise you get a super slug!</text>
<crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
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Chrono Vortex
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Chrono Vortex » Tue Sep 22, 2015 12:40 pm

Is there any way to cause damage to or disable systems on the enemy ship via an event?
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Tue Sep 22, 2015 12:53 pm

@zaphod_
<event load="..." /> targets "ship events", not ship blueprints, so that may be your problem. Check out events_ships.xml -- it lists most, if not all, of those.

@WhiteWeasel
Yep, this should work.

@Chrono Vortex
You can disable enemy systems via <status> tag. Not so sure about damaging them with <damage> -- AE made it possible to target systems with it, but I've never seen a 'target' attribute on that tag to specify the player, so it probably won't work. Though you could try.
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zaphod_
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby zaphod_ » Tue Sep 22, 2015 3:53 pm

@zaphod_
<event load="..." /> targets "ship events", not ship blueprints, so that may be your problem. Check out events_ships.xml -- it lists most, if not all, of those.

You're a lifesaver. Thank you so much.
Captain Markus
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Tue Sep 22, 2015 5:29 pm

Guys, what is "Power Surge" ?

in game Rebel Flagship uses this for call extra 6 drones.

two questions.

Can we make this event for every player fight ? (use by player)

This can be extra drones or weapon attack? Due to interface problems we have trouble when adding more than 4 weapons and 3 drones, but right this way we can add hide weapons and drones, dont use this by ship interface
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Tue Sep 22, 2015 7:28 pm

The power surge the boss uses is hardcoded in the game, and can't be used by other enemies, or by the player themselves. There's no way to modify it in any way, or have it appear at other times (or we haven't found a way to do that yet).
Superluminal2 - a ship editor for FTL
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stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby stylesrj » Tue Sep 22, 2015 7:46 pm

Chrono Vortex wrote:Is there any way to cause damage to or disable systems on the enemy ship via an event?


Careful if disabling Hacking or Mind Control though. The game doesn't like it when an enemy ship gets those systems destroyed and it will crash if you don't watch your fire.
Captain Markus
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Tue Sep 22, 2015 9:16 pm

kartoFlane wrote:The power surge the boss uses is hardcoded in the game, and can't be used by other enemies, or by the player themselves. There's no way to modify it in any way, or have it appear at other times (or we haven't found a way to do that yet).


Okay, thank you.

here is some things that we cant edit :!:


Can yu please explain where in new AE weapon Flak I can find number of real shoots ?

Flak 1, according to wiki fires 3 shoots

Code: Select all

<radius>42</radius>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>
   <spin>720</spin>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>2</power>
   <cost>65</cost>
   <bp>10</bp>
   <speed>26</speed>
   <rarity>1</rarity>
   <projectiles>
      <projectile count="1" fake="false">debris_large</projectile>
      <projectile count="2" fake="false">debris_med</projectile>
      <projectile count="3" fake="true">debris_small</projectile>
   </projectiles>
   <launchSounds>
      <sound>flak</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>flakImpact1</sound>
      <sound>flakImpact2</sound>
      <sound>flakImpact3</sound>
      <sound>flakImpact4</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>shotgun</weaponArt>
   <iconImage>flak</iconImage>
</weaponBlueprint>


Flak 2, according to wiki 7 shoots

Code: Select all

<radius>55</radius>
   <damage>1</damage>
   <spin>720</spin>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>21</cooldown>
   <power>3</power>
   <cost>80</cost>
   <bp>10</bp>
   <speed>26</speed>
   <rarity>4</rarity>
   <projectiles>
      <projectile count="3" fake="false">debris_large</projectile>
      <projectile count="4" fake="false">debris_med</projectile>
      <projectile count="6" fake="true">debris_small</projectile>
   </projectiles>
   <launchSounds>
      <sound>flak</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>flakImpact1</sound>
      <sound>flakImpact2</sound>
      <sound>flakImpact3</sound>
      <sound>flakImpact4</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>shotgun_2</weaponArt>
   <iconImage>flak</iconImage>
</weaponBlueprint>




As we can see in code "shoots" string both time is 1, so how this weapons shoots 3 and 7 times per 1 time ? Its hardcoded too?

I guess it may be projectile string ?
So how we can make Flak shooting 15 times? this way ? Or, its only visual and doesnt affect on damage ?

Code: Select all

   <projectiles>
      <projectile count="7" fake="false">debris_large</projectile>
      <projectile count="8" fake="false">debris_med</projectile>
      <projectile count="15" fake="true">debris_small</projectile>
   </projectiles>
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stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby stylesrj » Tue Sep 22, 2015 10:00 pm

The projectiles string tells you how many projectiles are sent flying at the enemy. If you notice that there's a fake="true/false" tag as well.
You've seen that when the Flak II fires there's more than 7 bits of debris sent flying. Only 7 of those shots will do damage, the others just disintegrate and do no damage on impact. They can also distract Defense Drones

Code: Select all

   <projectiles>
      <projectile count="7" fake="false">debris_large</projectile>
      <projectile count="8" fake="false">debris_med</projectile>
      <projectile count="15" fake="true">debris_small</projectile>
   </projectiles>


That sounds right on the money (7 large, real shots, 8 medium real shots and 15 fake shots), but why 30 shots in total? You want to create a wall of firepower behind it don't you?
Captain Markus
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Tue Sep 22, 2015 10:41 pm

stylesrj wrote:The projectiles string tells you how many projectiles are sent flying at the enemy. If you notice that there's a fake="true/false" tag as well.
You've seen that when the Flak II fires there's more than 7 bits of debris sent flying. Only 7 of those shots will do damage, the others just disintegrate and do no damage on impact. They can also distract Defense Drones

Code: Select all

   <projectiles>
      <projectile count="7" fake="false">debris_large</projectile>
      <projectile count="8" fake="false">debris_med</projectile>
      <projectile count="15" fake="true">debris_small</projectile>
   </projectiles>


That sounds right on the money (7 large, real shots, 8 medium real shots and 15 fake shots), but why 30 shots in total? You want to create a wall of firepower behind it don't you?


nope, I just want to create Flak version 3 with maximum 15 shots and 15 maximum damage
I a bit dont understand what mean fake true/false here.
Now dont need to use fake true projectile string