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>
Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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- Chrono Vortex
- Posts: 275
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Is there any way to cause damage to or disable systems on the enemy ship via an event?
- kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
@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.
<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.
Superluminal2 - a ship editor for FTL
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
@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.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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
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
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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
- stylesrj
- Posts: 3644
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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>
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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
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?
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?
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- Joined: Fri Sep 18, 2015 2:05 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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 DronesCode: 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