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

Discuss and distribute tools and methods for modding. Moderator - Grognak
WhiteWeasel
Posts: 245
Joined: Sun Apr 13, 2014 4:36 am

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

Postby WhiteWeasel » Fri Sep 25, 2015 1:05 am

MrRazerWolf wrote:Im having an odd issue with my custom weapon. I have it set up exactly like the tutorial used told me, I had the iteration before it working. I made some new graphics for it and replaced what i needed to into the xml files, and when i go in game, the kestrel has my weapons name listed and the stats are working too, but the graphics aren't there. FTL error checker hasn't shown any issues when my mods installed. If you want I can attach my xml files if needed. Thank you to anyone who can help

Tutorial I used is here: viewtopic.php?f=12&t=17122

Did you change the image name on the image itself, or in it's animation file?
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MrRazerWolf
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby MrRazerWolf » Fri Sep 25, 2015 1:22 am

Oops, thank you for pointing that out, for some reason i looked over it. thank you!
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MrRazerWolf
Posts: 36
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby MrRazerWolf » Fri Sep 25, 2015 1:26 am

Also, does anyone have a list of the projectiles and sounds for use? and are there any good places to find free to use audio for weapons? Thank you!
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Lightwavers
Posts: 28
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Lightwavers » Fri Sep 25, 2015 2:08 am

RAD-82 wrote:
Lightwavers wrote:The mod now does not crash on start, but once I push continue, it just loads a normal event for the starting sector, and none of the XML I put in sees the light of day. Anyone know the cause?

Code: Select all

{stuff}

This seems a bit different than when I last saw it. Anyways, I tried to fix what I found here.

Code: Select all

<event name="START_GAME_EVENT">
   <text>Start beacon wormhole variation mod.</text>
   <choice>
      <text>Investigate the wormhole that formed close to the jump beacon.</text>
      <event load="START_WORMHOLE"/>
   </choice>
   <choice>
      <text>You decide that there are enough dangers in the galaxy without unknown wormholes adding to them.</text>
      <event/>
   </choice>
</event>

<eventList name="START_WORMHOLE">
   <event>
      <text>You navigate towards the wormhole using your impulse engines. As you get there, it appears that it is too unstable to safely go through.</text>
      <choice hidden="true">
         <text>Disable the safety checks and go through it anyway.</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Try to investigate the wormhole without putting your mission at risk.</text>
         <event load="CAUTIOUS_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Consult your crew.</text>
         <event load="CONSULT_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="UNSAFE_WORMHOLE">
   <event>
      <text>The wormhole sucks your ship into its infinite depths. Who knows what will happen next?</text>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole sucks your ship up violently. As you and the crew are immobilized by your suit's safety measures, you can hear vicious impacts across the hull.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>As you shoot through the wormhole, multiple small mineral heavy asteroids shatter almost ineffectively against your ship's hull, providing you with a nice amount of scrap.</text>
      <autoReward level="HIGH">scrap_only</autoReward>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole violently implodes, sending your ship careening through space, heavily damaged.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>

<eventList name="CAUTIOUS_WORMHOLE">
   <event>
      <text>As you start to navigate towards the wormhole, scans indicate that it is about to fade away. You may not reach it in time.</text>
      <choice hidden="true">
         <text>Detonate your fuel reserves in order to reach it.</text>
         <event>
            <text>Your ship accelerates at terrifying speeds, and the detonation damages your ships hull, but you made it to the wormhole just as it is about to fade away.</text>
            <item_modify>
               <item type="fuel" min="-12" max="-8"/>
            </item_modify>
            <damage amount="10"/>
            <choice>
               <text>Continue...</text>
               <event load="UNSAFE_WORMHOLE"/>
            </choice>
         <event>
      </choice>
      <choice hidden="true">
         <text>Continue at your current speed.</text>
         <event load="FIFTY_FIFTY_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Sell the data you collected about the wormhole to nearby scientists.</text>
         <event>
            <text load="SELL_WORMHOLE_DATA"/>
            <item_modify>
               <item type="fuel" min="1" max="5"/>
               <item type="missiles" min="2" max="7"/>
               <item type="drones" min="0" max="4"/>
               <item type="scrap" min="12" max="113"/>
            </item_modify>
            <modifyPursuit amount="1"/>
            <choice>
               <text>Continue...</text>
               <event/>
            </choice>
         </event>
      </choice>
   </event>
</eventList>

<textList name="SELL_WORMHOLE_DATA"/>
   <text>The transfer takes some time, but the scientists arrange to deliver supplies for your valuable information.</text>
   <text>The scientists tell you your data is worthless, but are sympathetic to the Federation cause and deliver some valuable supplies to your ship.</text>
   <text>After finding a research station that is not infested with rebels or pirates, you deliver your data at a steep discount to the scientists within, as you do not have the time to bargain.</text>
   <text>You are relieved to find scientists so close your location, and as they deliver some supplies, they also mention that the rebel fleet is closer than you thought.</text>
   <text>You accidentally deliver the information to a rebel research station, but they are in no position to fight back, promising not to reveal your location and even sending you some supplies, "for your trouble."</text>
   <text>The scientists you find are unaffiliated with either side, and turn out to have advanced sensors that render your data obsolete. However, they do give you some pity supplies for your journey.</text>
   <text>It turns out one of your crew knows someone who will pay for the data you have, and you arrange a shady deal.</text>
   <text>You paint some temporary pirate markings onto your hull and dock at a nearby black market. Soon you have a deal.</text>
</textList>

<eventList name="FIFTY_FIFTY_WORMHOLE">
   <event>
      <text>Your engines are much too slow to get anywhere near the wormhole before it fades away, and you decide to continue with your mission.</text>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>The wormhole's deterioration is slower than you had first though, you get to it just as it is about to dissappear.</text>
      <choice>
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="CONSULT_WORMHOLE">
   <event>
      <text>Your crew unanimously votes that the risk is worth it. Your ship heads towards the wormhole...</text>
      <choice>
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
   <event>
      <text>After a while, your crew finds out a way to retrieve a strange weapon from another dimension.</text>
      <weapon name="CRYSTAL_BURST_2"/>
      <modifyPursuit amount="1"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew figures out how to fill your cargo hold to the brim with fuel from unexplainable materials within the wormhole.</text>
      <item_modify>
         <item type="fuel" min="20" max="30"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>As your crew is consulting, a huge amount of metal ejects from the wormhole. The ship is slightly the worse for wear, but you are able to harvest a lot of the metal.</text>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="room" effect="fire"/>
      <damage amount="3"/>
      <item_modify>
         <item type="scrap" min="24" max="120"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew elects to stay away from the wormhole, but sends an array of probes through it. They pop in at random locations around the sector, revealing the whole area to your sensors.</text>
      <reveal_map/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>


@Chrono Vortex:
Sorry, but I can't see where the problem is.


Now the selection of whether or not I want to investigate the wormhole appears, and if you click no, nothing happens. However, if I click yes, it just loads a random event from the game.

Errors I am getting with the error checker:
Referenced event or eventList does not exist.
Referenced event or eventList does not exist.
Referenced text list does not exist.
This element has an invalid name, or cannot be a child to its ancestor.
This element has an invalid name, or cannot be a child to its ancestor.
This element has an invalid name, or cannot be a child to its ancestor.

And this is what comes up when I try to copy paste the errors:

IssueInfo { severity: ERROR, name: E_BAD_EVENT, comment: null, location: 3289;38 } IssueInfo { severity: ERROR, name: E_BAD_EVENT, comment: null, location: 3289;38 }

IssueInfo { severity: ERROR, name: E_BAD_EVENT, comment: null, location: 3366;44 } IssueInfo { severity: ERROR, name: E_BAD_EVENT, comment: null, location: 3366;44 }

IssueInfo { severity: ERROR, name: E_BAD_TEXTLIST, comment: null, location: 3371;42 } IssueInfo { severity: ERROR, name: E_BAD_TEXTLIST, comment: null, location: 3371;42 }

IssueInfo { severity: ERROR, name: E_INVALID_ELEMENT, comment: null, location: 3387;42 } IssueInfo { severity: ERROR, name: E_INVALID_ELEMENT, comment: null, location: 3387;42 }

IssueInfo { severity: ERROR, name: E_INVALID_ELEMENT, comment: null, location: 3397;42 } IssueInfo { severity: ERROR, name: E_INVALID_ELEMENT, comment: null, location: 3397;42 }

IssueInfo { severity: ERROR, name: E_INVALID_ELEMENT, comment: null, location: 3413;38 } IssueInfo { severity: ERROR, name: E_INVALID_ELEMENT, comment: null, location: 3413;38 }

Also, instead of fixing the errors for me, can you please tell me what I am doing wrong so that I can do it right the next time? I would hate to take up your time fixing my broken messes. XD
Last edited by Lightwavers on Fri Sep 25, 2015 3:41 am, edited 1 time in total.
WhiteWeasel
Posts: 245
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Fri Sep 25, 2015 2:17 am

MrRazerWolf wrote:Also, does anyone have a list of the projectiles and sounds for use? and are there any good places to find free to use audio for weapons? Thank you!

Go to your ftl folder in your steam directory and find a file called Data.dat, open it up with notepad and you will find the blueprints for various parts of the game. Here's my copy of te all the vanilla weapon SFX blue printsin the game. So if you want to use the sound effect of X weapon, you just find what it uses for it's launch sounds.

Code: Select all

<!-- weapon sounds -->
<lightLaser1 volume="2">weapons/bp_laser_3.ogg</lightLaser1>
<lightLaser2 volume="2">weapons/bp_laser_3b.ogg</lightLaser2>
<lightLaser3 volume="2">weapons/bp_laser_3c.ogg</lightLaser3>

<heavyLaser1 volume="2">weapons/bp_laser_heavy_1.ogg</heavyLaser1>
<heavyLaser2 volume="2">weapons/bp_laser_heavy_1b.ogg</heavyLaser2>
<heavyLaser3 volume="2">weapons/bp_laser_heavy_1c.ogg</heavyLaser3>

<!-- bomb teleport -->
<bombTeleport volume="8">weapons/bp_SFX_BombTeleport.ogg</bombTeleport>

<!-- heal bomb explosion -->
<healBomb volume="6">explosions/bp_SFX_BombHeal.ogg</healBomb>

<!-- fire bomb explosion -->
<fireBomb volume="6">explosions/bp_SFX_BombFire.ogg</fireBomb>

<!-- ion weapon sounds -->
<ionShoot1 volume="2">weapons/ions/bp_SFX_IonWeapon1.ogg</ionShoot1>
<ionShoot2 volume="2">weapons/ions/bp_SFX_IonWeapon2.ogg</ionShoot2>
<ionShoot3 volume="2">weapons/ions/bp_SFX_IonWeapon3.ogg</ionShoot3>

<ionShields1 volume="10">weapons/ions/bp_SFX_IonShieldHit1.ogg</ionShields1>
<ionShields2 volume="10">weapons/ions/bp_SFX_IonShieldHit2.ogg</ionShields2>
<ionShields3 volume="10">weapons/ions/bp_SFX_IonShieldHit3.ogg</ionShields3>

<ionHit1 volume="2">weapons/ions/bp_SFX_IonHitShip1.ogg</ionHit1>
<ionHit2 volume="2">weapons/ions/bp_SFX_IonHitShip2.ogg</ionHit2>
<ionHit3 volume="2">weapons/ions/bp_SFX_IonHitShip3.ogg</ionHit3>

<!-- crew sounds -->
<brawling volume="2">ship/bp_sfx_punching_01.ogg</brawling>
<punch1 volume="5">ship/bp_sfx_punch1_01.ogg</punch1>
<punch2 volume="5">ship/bp_sfx_punch2_01.ogg</punch2>
<punch3 volume="5">ship/bp_sfx_punch3_01.ogg</punch3>

<!-- crew weapon sounds -->
<crewLaser1 volume="2">ship/bp_sfx_smallarms1_01.ogg</crewLaser1>
<crewLaser2 volume="2">ship/bp_sfx_smallarms2_01.ogg</crewLaser2>
<crewLaser3 volume="2">ship/bp_sfx_smallarms3_01.ogg</crewLaser3>

<!-- currently used by all missiles? -->
<smallMissile1 volume="10">weapons/bp_missile_small.ogg</smallMissile1>
<smallMissile2 volume="10">weapons/bp_missile_small.ogg</smallMissile2>

<!-- Flak weapon sound -->
<flak volume="10">weapons/bp_missile_large.ogg</flak>


<beam1 volume="3">weapons/bp_beam_1.ogg</beam1>
<beam1_2 volume="3">weapons/AESFX _Beam_2.ogg</beam1_2>
<beam2 volume="3">weapons/bp_beam_2.ogg</beam2>
<beam3 volume="8">weapons/AESFX _Beam_X.ogg</beam3>

<!-- currently used by all missiels? -->
<smallExplosion volume="10">explosions/bp_explosion_large_3.ogg</smallExplosion>
<!-- currently used by drones? -->
<smallExplosion2 volume="10">explosions/explosion_lowfi_small1.ogg</smallExplosion2>
<smallExplosion3 volume="10">explosions/explosion_lowfi_small2.ogg</smallExplosion3>

<!-- i think every projectile uses these! -->
<hitHull1 volume="10">explosions/bp_hit_hull_1.ogg</hitHull1>
<hitHull2 volume="10">explosions/bp_hit_hull_2.ogg</hitHull2>
<hitHull3 volume="10">explosions/bp_hit_hull_2.ogg</hitHull3>

<hitShield1 volume="10">explosions/bp_hit_shield_1.ogg</hitShield1>
<hitShield2 volume="10">explosions/bp_hit_shield_2.ogg</hitShield2>
<hitShield3 volume="10">explosions/bp_hit_shield_3.ogg</hitShield3>

So if I wanted to make the basic laser make missile sounds when it fires, change the launch sounds from
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
To:
<launchSounds>
<sound>smallMissile1</sound>
<sound>smallMissile1</sound>
<sound>smallMissile1</sound>
</launchSounds>

Code: Select all

<!--    *********************
          WEAPON BLUEPRINTS
      *********************
-->
<!--
   SIMPLE LASERS
 -->
<weaponBlueprint name="LASER_BURST_1">
   <!-- 1 shot 1power-->
   <type>LASER</type>
   <title>Defense Laser Mark I</title>
   <short>Basic Laser</short>
   <tip>tip_laser</tip>
   <desc>Very weak laser.</desc>
   <tooltip>Only one shot, one damage per shot.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>20</cost>
   <bp>2</bp>
   <rarity>0</rarity>
   <image>laser_light1</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_burst_1</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>
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MrRazerWolf
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby MrRazerWolf » Fri Sep 25, 2015 2:20 am

Alright thank you very much :)
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Fri Sep 25, 2015 4:12 am

Lightwavers wrote:Now the selection of whether or not I want to investigate the wormhole appears, and if you click no, nothing happens. However, if I click yes, it just loads a random event from the game.

Errors I am getting with the error checker:
Referenced event or eventList does not exist.
Referenced event or eventList does not exist.
Referenced text list does not exist.
This element has an invalid name, or cannot be a child to its ancestor.
This element has an invalid name, or cannot be a child to its ancestor.
This element has an invalid name, or cannot be a child to its ancestor.

Looking over the code I posted, I see I missed a mistake and it may be causing problems.

Find this line:

<textList name="SELL_WORMHOLE_DATA"/>

and remove the slash at the end so it looks like this:

<textList name="SELL_WORMHOLE_DATA">

If that doesn't fix your problem, then I'm at a loss, because I couldn't see any other errors.
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Fri Sep 25, 2015 4:23 am

FederationScumX1999 wrote:I've run into an oddity. A new modder wanted to create a burst artillery that gases the enemy ship, killing everyone on board (though the original cooldown was like 200 seconds). He made some custom resources to go with it. The sounds themselves work fine and the gun is borrowed from CE (appearing as the Ion Burst Stun), but whenever the gun attempts to fire, the game crashes. Switching the custom projectile to a flak projectile temporarily, the gun fired just fine.

I can't figure out why the custom projectile is causing issues since it was meant to replace med_flak and therefore uses the same dimensions and info for its animations (with different names linking to the image in the Weapons folder and specific reference, of course). I even tried re-exporting the image to ensure it wasn't because there was some issue with the format, and it still crashed.

I include a download of the mod as it is so far if anyone would like to take a closer look at the coding or images. I would appreciate any help, especially from someone who has plenty of experience designing artillery and weapons.

Note: I have noticed that the weapon doesn't do bio-damage in its current state. The addition of bio-damage changed nothing.

http://www.mediafire.com/download/6v0z2 ... ocaust.zip


I see a typo in the projectile name. It should be holocaust_gas_med, not holocasut_gas_med.

There is no <persDamage> tag in the blueprint, so it doesn't do any crew damage. Each point of persDamage does 15 crew damage.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Fri Sep 25, 2015 4:28 am

Captain Markus wrote:Is this possible to make weapon like Chain Vulcan (Laser), but boosts not cooldown, as example damage or shoots ?

Code: Select all

   <boost>
      <type>damage</type>
      <amount>2</amount>
      <count>5</count>


Code: Select all

   <boost>
      <type>shoots</type>
      <amount>2</amount>
      <count>5</count>



will this work?

Only cooldown and damage work. The game wasn't programmed to boost other stats.
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MrRazerWolf
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby MrRazerWolf » Fri Sep 25, 2015 5:17 am

So someone posted the names for the sounds, is there a way i can find names for different styles of shots? (EG the planetary defense ones, the heavy laser ones etc) and also any place for new sounds other then ones in the game. Thank you!
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