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

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

Postby Crazybat » Thu Jul 09, 2015 9:17 pm

An idea came to me when I was working on my Akira class mod - if I were to attempt a more complete Star Trek mod, I'd want to have authentic Phasers - specifically the phaser "strips" that gather energy at two different points and then meet, firing out a beam. Unfortunately, the strip shapes on the Sovereign and Akira classes are different - I could certainly make unique weapons for each ship, but I'd prefer to create a singular weapon that can adapt to whatever ship it's equipped to - an animation to fit the Sovereign, one for the Akira, and a more FTL-esque cannon style image and animation for the Vanilla ships.

Is it possible to create such a weapon, that changes its images/animations depending on what ship it's equipped to?
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Thu Jul 09, 2015 9:59 pm

Nope. You'll need to create two variants of the same weapon.
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Crazybat
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Crazybat » Thu Jul 09, 2015 10:21 pm

D-pressing.
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Crazybat
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Crazybat » Sun Jul 12, 2015 7:31 pm

Alright, this is getting on my nerves. I'm trying to create custom weapons, and to do that, I need to compile .ftl files. All the guides I see say to simply compress to .zip and then change the file extension to .ftl. I've done that, and nothing changes, nothing in the file structure, nothing in the resources whenever I use SMM to patch it in...really confused as to what I'm doing wrong.
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steamtex
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby steamtex » Mon Jul 13, 2015 12:04 am

Crazybat, could you describe what's going on a bit differently?

Do you mean that patching your altered .ftl files doesn't change anything from their previous versions?

If so, I'd just suggest renaming it, i.e. modnamev01.ftl > modnamev01.zip > modnamev02.ftl
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Crazybat
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Crazybat » Mon Jul 13, 2015 10:31 am

It's when I'm first compiling the assets. I was attempting to create a weapon, had all my folders and files ready, zipped them together and then renamed .zip to .ftl. Nothing happened whenever I patched it in - the same thing happened when I tried to compile a ship this way.
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Mon Jul 13, 2015 1:42 pm

When you open the .ftl/zip archive, the 'data', 'img' and other folders should be at the top of the archive. If they're not, then SMM won't patch it in correctly (it should output something along the lines of "unknown top-level directory" to the console).
If you're using WinZip/WinRar via context menu, you need to select the data/img/etc folders, and then click on "add to zip archive". If you just right-click on empty space in the directory, then you'll zip the folder in which they are contained, which will result in the wrong structure.
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Chrono Vortex
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Chrono Vortex » Tue Jul 14, 2015 5:14 pm

I'm having a problem with an animation. Whenever I try to fire the weapon, it just flashes continually between the 293rd and 294th frames. Here's the text:

<animSheet name="obelisk" w="7425" h="64" fw="25" fh="64">weapons/obelisk_strip297.png</animSheet>
<weaponAnim name="obelisk">
<sheet>obelisk</sheet>
<desc length="297" x="0" y="0"/>
<chargedFrame>292</chargedFrame>
<fireFrame>293</fireFrame>
<firePoint x="14" y="10" />
<mountPoint x="6" y="45" />
<chargeImage>weapons/obelisk_glow.png</chargeImage>
</weaponAnim>

Everything else is working fine. Is it because the animation has so many frames? If so, is there any way to fix this without removing any frames?
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95% Chance
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby 95% Chance » Wed Jul 15, 2015 2:04 am

Okay so I've been having a problem with Superluminal not saving correctly or something.

My ship has a weapon mount or two that's placed a bit strange as well as an accidental door placement (dunno how it happened), so I go in and fix it, save it. And when I open it back up in SL2, it doesn't have my changes saved at all.

What do I do?

Edit: So apparently it'll save correctly, but I have to load in the mod from the .ftl file itself, then open it in Superluminal, and then I'll get the edited ship, but I can't open up the ship itself just from the editor. What's with that?
earlyraven
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby earlyraven » Wed Jul 15, 2015 7:07 am

UPDATE: Self-resolved:
My issue was with a missing <choice> start tag... and possibly misplaced <text> element.

Corrected code follows:

Code: Select all

<event name="START_BEACON_ENGI">
   <text load="START_BEACON_ENGI"/>
   <choice hidden="true">
      <text>Select this to NOT use Custom Repeated Fleet Delay mod...  Continue...</text>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Load CHOOSE_REBEL_DELAY event...  Continue...</text>
      <event load="CHOOSE_REBEL_DELAY" />
   </choice>
</event>
<textList name="START_BEACON_ENGI">
   <text>The rebel fleet pursuit is delayed by your jump to a new sector.  You have arrived in Engi space. The Mantis have been threatening the Engi core worlds, but you should be able to stock up for your journey.</text>
   <text>The rebel fleet pursuit is delayed by your jump to a new sector.  You have arrived in Engi space. The fall of the Federation has brought tough times for these robotic lifeforms, but they're usually willing to help.</text>
</textList>



==============================================
============RESOLVED=========================
==============================================

Question:

Can I?, and if so, how do I?... write .xml.append files such that they will use events from a different file?
For example: Make a call to use an event MY_EVENT found within the file MY_MOD_FILE.xml when re-writting the code for the event START_BEACON_ENGI in a file called events_engi.xml.append.

Context:

I'm writting a mod to delay the rebel fleet at the start of each sector (I know there's already a disable rebel fleet mod but when I tried it it seemed to only work in civilian sectors). I ended up having to make changes to all the START_BEACON events (START_BEACON, START_BEACON_ENGI, START_BEACON_MANTIS, ect. within each of the corresponding event.xml, events_engi.xml, ect.). Anyway, after editing those 9 or so files I managed to get the rebel fleet to be delayed by 5 turns at the start of each sector.

Then I decided, well, I guess it would be nicer if I could chose the delay amount, so I went ahead and used events with choices and made a menu to chose the delay. It works for civilian sectors. Now, I could probably just copy-paste that code into all the files (and I think at one point I tried that but something went wrong)... but that is definitely not ideal as it would be a pain to maintain.

attached files for reference:
v1.0.2 uses a hard-coded 5 turn per sector. Works, but I want to upgrade feature. (provided for reference only)

v1.2.3doc1 is the one I'm having trouble with. (provided to see if there's a way to make the START_BEACON_ENGI event call upon the CHOOSE_REBEL_DELAY event from event.xml.append (though preferably, I'd put all events except the START_BEACON event from the event.xml.append file into my own CUSTOM_FLEET_DELAY_MOD_events.xml file, and just call upon that file's events.)

Contents of event_engi.xml.append file:

Code: Select all

<event name="START_BEACON_ENGI">
   <text load="START_BEACON_ENGI"/>
      <text>Select this to NOT use Custom Repeated Fleet Delay mod...  Continue...</text>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Load CHOOSE_REBEL_DELAY event...  Continue...</text>
      <event load="CHOOSE_REBEL_DELAY" />
      <event />
   </choice>
</event>
<textList name="START_BEACON_ENGI">
   <text>The rebel fleet pursuit is delayed by your jump to a new system.  You have arrived in Engi space. The Mantis have been threatening the Engi core worlds, but you should be able to stock up for your journey.</text>
   <text>The rebel fleet pursuit is delayed by your jump to a new system.  You have arrived in Engi space. The fall of the Federation has brought tough times for these robotic lifeforms, but they're usually willing to help.</text>
</textList>



Events that are in events.xml.append (which I would probably move to a file called CUSTOM_FLEET_DELAY_MOD_events.xml) and want to access these when writting .xml.append files that over-write the START_BEACON (or START_BEACON_ENGI, START_BEACON_MANTIS, etc) event for each sector (ex. events_engi.xml.append, events_mantis.xml.append, etc.))

Code: Select all

<event name="CHOOSE_WEALTH">
   <text>You cheat your way into getting rich.  Choose your bonus.</text>
   <choice req="engines" lvl="1" hidden="true">
      <text>Small Wealth Boost...(2-3 of each supply + 10 scrap)</text>
      <event>
         <text>Adding supplies...</text>
         <item_modify>
            <item type="fuel" min="3" max="3" />
            <item type="missiles" min="2" max="2" />
            <item type="drones" min="2" max="2" />
            <item type="scrap" min="10" max="10" />
         </item_modify>
      </event>
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Medium Wealth Boost...(6-10 of each supply + 40 scrap)</text>
      <event>
         <text>Adding supplies...</text>
         <item_modify>
            <item type="fuel" min="10" max="10" />
            <item type="missiles" min="6" max="6" />
            <item type="drones" min="6" max="6" />
            <item type="scrap" min="40" max="40" />
         </item_modify>
      </event>
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Large Wealth Boost...(30 of each supply + 200 scrap)</text>
      <event>
         <text>Adding supplies...</text>
         <item_modify>
            <item type="fuel" min="30" max="30" />
            <item type="missiles" min="30" max="30" />
            <item type="drones" min="30" max="30" />
            <item type="scrap" min="200" max="200" />
         </item_modify>
      </event>
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Get a Random Augment...</text>
      <event>
         <text>Adding supplies...</text>
         <augment name="RANDOM" />
      </event>
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>(Super Rich Mode) OVER 9000...massive supplies and a free augment.</text>
      <event>
         <text>Adding supplies...</text>
         <item_modify>
            <item type="fuel" min="9001" max="9001" />
            <item type="missiles" min="9001" max="9001" />
            <item type="drones" min="9001" max="9001" />
            <item type="scrap" min="9001" max="9001" />
         </item_modify>
         <augment name="NANO_MEDBAY" />
      </event>
   </choice>
   
   <choice>
      <text>I'm no cheater...  I don't want free wealth...  Continue...</text>
      <event/>
   </choice>
   <choice>
      <text>I'm no cheater...  I don't want free wealth...  Continue...</text>
      <event/>
   </choice>
   <choice>
      <text>I'm no cheater...  I don't want free wealth...  Continue...</text>
      <event/>
   </choice>
</event>

<event name="CHOOSE_REBEL_DELAY_HARDER">
   <text>Choose a rebel fleet delay option:</text>
   <choice>
      <text>Fleet +1:  (HARDER) Speed up the fleet 1 turn...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="1" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet +2:  (HARDER) Speed up the fleet 2 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="2" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet +3:  (HARDER) Speed up the fleet 3 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="3" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet +4:  (HARDER) Speed up the fleet 4 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="4" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet +0:  (NORMAL) No change to fleet pursuit...</text>
      <event />
   </choice>
</event>

<event name="CHOOSE_REBEL_DELAY_1-14">
   <text>Choose a rebel fleet delay option:</text>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -1:  (EASIER) Delay fleet 1 turn...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-1" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -2:  (EASIER) Delay fleet 2 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-2" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -3:  (EASIER) Delay fleet 3 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-3" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -4:  (EASIER) Delay fleet 4 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-4" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -5:  (EASIER) Delay fleet 5 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-5" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -6:  (EASIER) Delay fleet 6 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-6" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -7:  (EASIER) Delay fleet 7 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-7" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -8:  (EASIER) Delay fleet 8 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-8" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -9:  (EASIER) Delay fleet 9 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-9" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -10:  (EASIER) Delay fleet 10 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-10" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -11:  (EASIER) Delay fleet 11 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-11" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -12:  (EASIER) Delay fleet 12 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-12" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -13:  (EASIER) Delay fleet 13 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-13" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>Fleet -14:  (EASIER) Delay fleet 14 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-14" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet +0:  (NORMAL) No change to fleet pursuit...</text>
      <event />
   </choice>
</event>

<event name="CHOOSE_REBEL_DELAY_ADDITIONAL_CHOICES">
   <text>Choose a rebel fleet delay option:</text>
   <choice req="engines" lvl="1" hidden="true">
      <text>More options:  Load CHOOSE_REBEL_DELAY_HARDER event...</text>
      <event load="CHOOSE_REBEL_DELAY_HARDER" />
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>More options:  Load CHOOSE_REBEL_DELAY_1-14 event...</text>
      <event load="CHOOSE_REBEL_DELAY_1-14" />
      <event />
   </choice>
   <choice>
      <text>Fleet +0:  (NORMAL) No change to fleet pursuit...</text>
      <event />
   </choice>
   <choice>
      <text>Fleet +0:  Choose Wealth...</text>
      <event load="CHOOSE_WEALTH" />
      <event />
   </choice>
   <choice>
      <text>Fleet -20:  (EASIER) Delay fleet 20 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-20" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet -50:  (EASIER) Delay fleet 50 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-50" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet -10000:  (EASIER) Delay fleet 10000 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-10000" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <!--         *************************************** 
   
   <choice req="engines" lvl="1" hidden="true">
      <text>Go back:  Load CHOOSE_REBEL_DELAY event...</text>
      <event load="CHOOSE_REBEL_DELAY"/>
      <event/>
   </choice>
-->
</event>
<event name="CHOOSE_REBEL_DELAY">
   <text>Choose a rebel fleet delay option:</text>
   <choice>
      <text>Fleet -3:  (EASIER) Delay fleet 3 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-3" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet -4:  (EASIER) Delay fleet 4 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-4" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet -5:  (EASIER) Delay fleet 5 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-5" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet -10:  (EASIER) Delay fleet 10 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-10" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>Fleet -1000:  (EASIER) Delay fleet 1000 turns...</text>
      <event>
         <text>Fleet change</text>
         <modifyPursuit amount="-1000" />
         <choice>
            <text>Continue...</text>
            <event />
         </choice>
      </event>
      <event />
   </choice>
   <choice>
      <text>I changed my mind... I don't want any change to rebel fleet pursuit.</text>
      <event />
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>More options:  Load CHOOSE_REBEL_DELAY_ADDITIONAL_CHOICES event...</text>
      <event load="CHOOSE_REBEL_DELAY_ADDITIONAL_CHOICES" />
      <event />
   </choice>
</event>


EDIT: forum doesn't like my uploading... so here's a link for files
https://www.mediafire.com/folder/a5ds8w ... o7k/shared

direct links:
http://download625.mediafire.com/c7kscb ... 1.5.13.ftl
http://download682.mediafire.com/94mfnh ... 1.5.13.ftl

EDIT2: Some notes for those that don't know:
1. .ftl is the extension used by slipstream mod manager, (you can just rename to .zip and extract to see what's in them)
2. .xml.append is also just a fancy-renamed .xml file (done so so that slipstream mod manager knows to append the contents rather than over-write... allowing for more mod compatibility with other mods)

Thanks in advance to anyone who can help me out with this.
Last edited by earlyraven on Wed Jul 15, 2015 2:17 pm, edited 1 time in total.

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