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

Discuss and distribute tools and methods for modding. Moderator - Grognak
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A Future Pilot
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby A Future Pilot » Tue Sep 15, 2015 1:51 am

That's a good idea! I think I'm gonna leave the crystal sector alone though for compatibility with infinite mods and such.

Here's the thread for the mod I'm working on: viewtopic.php?f=11&t=28658

So my next couple questions:

1. Is there some way to adjust the likelyhood of different weapons/systems in the stores I created? Is there a way I could do it in such a way that if mod weapons are enabled their likelyhood makes sense as well? (Also, if I increase the likelyhood of say, the sensors, will it still not show up if you already have one?)

2. How can I remove the tips from the start beacon?

Thanks!
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Tue Sep 15, 2015 1:59 am

TaxiService wrote:I mean, if you do this:
- rename the original FINISH_BEACON eventList to else, let's say OLD_FINISH
- make a new empty eventList called FINISH_BEACON
- put this child element in it: <event load="OLD_FINISH"/>
- now make the exit event that you want and give it a name, let's say "HOLY_BALLS"
- put this attribute in your event: unique="true"
- put like 20 of these child elements in the FINISH_BEACON list: <event load="HOLY_BALLS"/>

What should happen is that the game draws HOLY_BALLS first, then it doesn't draw it anymore because it's unique! Since all the options but one lead to HOLY_BALLS, the game will only be able to draw from that one, and in this case it's the old eventlist. This cannot not work!!!


The unique="true" attribute only applies to a single sector, not the whole game. Every FINISH_BEACON will be able to call that event.
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Tue Sep 15, 2015 2:04 am

A Future Pilot wrote:2. How can I remove the tips from the start beacon?

In the file newEvents.xml, there is a textList with the name of TIPS_LIST_PC. It contains the tips from the start beacon.
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TaxiService
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby TaxiService » Tue Sep 15, 2015 8:04 am

RAD-82 wrote:The unique="true" attribute only applies to a single sector, not the whole game. Every FINISH_BEACON will be able to call that event.

Aww, no way man!! : ( that's sad as fuck! And I thought i had it all figured out..! lol

Anyway @Future Pilot: you should probably check out MTE2. Both for its code and because it might be especially useful to you. >_>
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WhiteWeasel
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Tue Sep 15, 2015 12:32 pm

TaxiService wrote:-snip-

Hey you are good at spriting. I'm looking to make my first ship sprite and I'm using GIMP. Is there a tool that I can use where I can select two points and it'll trace a line between them so I don't have to freehand the whole thing?
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Tue Sep 15, 2015 2:24 pm

A Future Pilot wrote:1. Is there some way to adjust the likelyhood of different weapons/systems in the stores I created? Is there a way I could do it in such a way that if mod weapons are enabled their likelyhood makes sense as well? (Also, if I increase the likelyhood of say, the sensors, will it still not show up if you already have one?)

Well, you can use the <rarity> tag on system and weapon blueprints, but it's global, and affects availability in all stores throughout the game. There's also a <rarityList> in sector descriptions that can override those values. Crystal sector uses this tag IIRC, so you can check it out for example on how to use it.

@WhiteWeasel
That's from Photoshop, not Gimp, but with a brush/pen/pencil/drawing tool selected, you should be able to just click a spot, then click elsewhere while holding down Shift. This should draw a straight line between the two points.
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TaxiService
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby TaxiService » Wed Sep 16, 2015 1:42 pm

kartoFlane wrote:you should be able to just click a spot, then click elsewhere while holding down Shift. This should draw a straight line between the two points.

This. Sadly I'm not really knowledgeable about GIMP (i've tried messing around in it a couple of times but geez, i don't know where anything is!) ...but yeah, this thing usually works in programs like these, it seems.

If you have time try to look for GIMP tutorials that focus on pixel art, maybe! Also i always tell people to get this add-on for GIMP: http://registry.gimp.org/node/186
They're basically scripts that replicate some functions that photoshop has that I think are super useful. Stuff like outer/inner glows/shadows, strokes, gradient/pattern overlays and stuff like that. You can still do the same stuff manually, but IMHO the power of using computers is that they can automate things. >_> If an action takes less time for you to complete it doesn't make your art less good; au contraire, it gives you more time to think about what you can do to make it better.

Another advice is to always experiment a lot. Be curious about everything. Test things. Make theories. Read stuff about it... the usual stuff, you know. : P Learning things can be fun if you read about stuff that interests you. For instance, when i read about color theory i was like "fuuuck, seriously??" And the stuff i learnt helps me have a better understanding of how this planet works!

I can't help but just spew out bullshit from my mouth, it seems? (or fingers, technically) But yeah... like, <insert a la steve jobs quote here>.
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Captain Markus
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Fri Sep 18, 2015 2:11 pm

Hello dear community.


Is this possible to create a drone with two or three weapons ? like this:

Code: Select all

<droneBlueprint name="COMBAT_BEAM_2">
   <type>COMBAT</type>
   <title>Drone_Laser22</title>
   <tip>tip_combat</tip>
   <short>¦«•’Ў› ¶¶</short>
   <desc>Very powerful drone</desc>
   <power>3</power>
   <cooldown>1000</cooldown> <!--- Doesn't effect combat drone -->
   <dodge>0</dodge>
   <speed>11</speed> <!--- Change this to increase/decrease firing speed -->
   <cost>60</cost>
   <bp>3</bp>
   <droneImage>drone_beam_2</droneImage>
   <weaponBlueprint>DRONE_BEAM2</weaponBlueprint>
   <weaponBlueprint>DRONE_BEAM2</weaponBlueprint>
   <weaponBlueprint>DRONE_Laser33</weaponBlueprint>
   <rarity>5</rarity>
   <iconImage>beam2</iconImage>
</droneBlueprint>
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby R4V3-0N » Fri Sep 18, 2015 2:44 pm

Captain Markus wrote:Hello dear community.


Is this possible to create a drone with two or three weapons ? like this:

Code: Select all

<droneBlueprint name="COMBAT_BEAM_2">
   <type>COMBAT</type>
   <title>Drone_Laser22</title>
   <tip>tip_combat</tip>
   <short>¦«•’Ў› ¶¶</short>
   <desc>Very powerful drone</desc>
   <power>3</power>
   <cooldown>1000</cooldown> <!--- Doesn't effect combat drone -->
   <dodge>0</dodge>
   <speed>11</speed> <!--- Change this to increase/decrease firing speed -->
   <cost>60</cost>
   <bp>3</bp>
   <droneImage>drone_beam_2</droneImage>
   <weaponBlueprint>DRONE_BEAM2</weaponBlueprint>
   <weaponBlueprint>DRONE_BEAM2</weaponBlueprint>
   <weaponBlueprint>DRONE_Laser33</weaponBlueprint>
   <rarity>5</rarity>
   <iconImage>beam2</iconImage>
</droneBlueprint>

I.... do not know... I never tried it... I now know what to do tomorrow morning....
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Captain Markus
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Fri Sep 18, 2015 3:21 pm

R4V3-0N wrote:
Captain Markus wrote:Hello dear community.

I.... do not know... I never tried it... I now know what to do tomorrow morning....



okay, thank you.
will waiting tomorrow for your answer ;)

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