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

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

Postby Fremdkörper » Sun Aug 16, 2015 10:15 pm

(Sorry for my bad english) Hi, im new, can someone help my with my weapon? i read the "New Guide on creating weapons" by Metzelmax and i followed all steps but my gun does not appear in the game or in the ship editor, can someone help me?
Here is a link to download the gun and see if you can help me: https://www.dropbox.com/s/22wzqndtx1vb9l1/Test.ftl?dl=0
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Mon Aug 17, 2015 5:07 am

Fremdkörper wrote:{custom weapon stuff}

Looks like it should randomly show up in the game. I can't say how to use the ship editor since I've never used it.

You have problems with your animation, specifically the chargedFrame and fireFrame. The first frame of the animation is 0, not 1, so you need to decrease the numbers on these two values by 1.

One way to see your weapon in the game is to reward it to the player at the start of the game. Create a file named events.xml.append inside the data folder and place this code in it.

Code: Select all

<mod:findName type="event" name="START_BEACON">
   <mod-append:weapon name="FK_CANNON_1"/>
</mod:findName>


edit: Ouch, my eyes must be blind since I missed what kartoFlane says.
Last edited by RAD-82 on Mon Aug 17, 2015 12:58 pm, edited 1 time in total.
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Mon Aug 17, 2015 11:51 am

In addition to what RAD said, it looks like you named the blueprint file wrong -- it's supposed to be blueprints.xml.append, not blueprint.xml.append :P
Superluminal2 - a ship editor for FTL
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Fremdkörper
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Fremdkörper » Mon Aug 17, 2015 1:39 pm

RAD-82 wrote:
Fremdkörper wrote:{custom weapon stuff}

Looks like it should randomly show up in the game. I can't say how to use the ship editor since I've never used it.

You have problems with your animation, specifically the chargedFrame and fireFrame. The first frame of the animation is 0, not 1, so you need to decrease the numbers on these two values by 1.

One way to see your weapon in the game is to reward it to the player at the start of the game. Create a file named events.xml.append inside the data folder and place this code in it.

Code: Select all

<mod:findName type="event" name="START_BEACON">
   <mod-append:weapon name="FK_CANNON_1"/>
</mod:findName>


edit: Ouch, my eyes must be blind since I missed what kartoFlane says.

kartoFlane wrote:In addition to what RAD said, it looks like you named the blueprint file wrong -- it's supposed to be blueprints.xml.append, not blueprint.xml.append :P


Thanks, I'll try what kartoflane says :D
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby TaxiService » Wed Aug 19, 2015 1:42 pm

@RAD: by the way, thank you a lot for the heads up! STANDARD_SPACE is indeed the first sector. I had thought it was just a fallback sector because of its comment....

Code: Select all

<!--default to prevent crashes if bad sector names are loaded-->

The first sector name seems to be hardcoded to always read "Civilian sector", but i'm okay! :P I don't need to change it.
(it could possibly be defined in some other .xml, but i haven't looked for it)

>What happens when you try to access the secret sector now that it no longer exists?
I just ran a test, and It loads STANDARD_SPACE! It seems that comment is true, then! :lol:
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Tereglith » Sun Aug 23, 2015 6:29 pm

I'm messing around with an idea for a new Rock ship, and want to include a fire beam. To fit with all the other shield-piercing starting weapons on rock ships, I want to make it so that it doesn't have to worry about one layer of shields. I know that the <sp> tag is the shield piercing value, and I tried changing it to 1, but that seems to have no effect in-game. Is there something I'm missing here, or is shield piercing for beams an all-or-nothing affair?

Here's the current code for the weapon:

Code: Select all

<weaponBlueprint name="BEAM_FIRE_2">
   <type>BEAM</type>
   <tip>tip_fire_beam</tip>
   <title>Advanced Fire Beam</title>   <!-- Induction beam? -->
   <short>Adv. Fire</short>
   <desc>This terrifying beam does no physical damage but ignites fires, even through a shield.</desc>
   <tooltip>Beam weapon that starts fires.</tooltip>
   <damage>0</damage>
   <sp>1</sp>
   <fireChance>9</fireChance>
   <breachChance>0</breachChance>
   <cooldown>18</cooldown>
   <power>2</power>
   <cost>60</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <length>100</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Sun Aug 23, 2015 6:58 pm

IIRC the <sp> tag is somewhat iffy when it comes to special effects like fire and breach on beams. Not sure if it works at all if the beam deals no damage. Or maybe you need to set the <sp> tag to 2 instead of 1 for the effects to be applied correctly... I really don't remember :/
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby stylesrj » Tue Aug 25, 2015 5:41 am

So how big of a ship would I have to make in order for it to fill up half the screen and more?

I attempted it here and it's really awful.
viewtopic.php?f=12&t=27774#p94818

Basically how big would I need that picture of Moonbase Alpha (or actually, any picture of the lunar surface) to be so that when I play, not only does it fill up half the screen for the ship, but when the game zooms out from FTL jumps, it really does look like the moon is jumping?
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Tue Aug 25, 2015 1:27 pm

A quick test later...

When jumping, the game zooms out so that the ship is around 25% of its original size. FTL's game window's height (the smaller dimension) is 748 pixels. Assuming you'd want the moon image to fill all that space, you'd need a (748 * 4) = 2992, so a 2992x2992 image of the moon. That's an overkill though, and from what I recall, FTL seemed to have problems with loading images that were around 2048 in size...
A 1024x1024 should be acceptable, and the game should be able to load it without too much trouble.
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Gencool
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Gencool » Tue Aug 25, 2015 1:43 pm

I've had a search around but can't find anything;
Is there a way to skip straight to the final (boss) sector, for testing stuff?
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