Re: [MOD] Ship Testing Environment (1.0)
Posted: Tue Jan 28, 2014 1:22 am
First of all, i meant to release an update many hours ago. I didn't because i'm kinda sick with some very obnoxious ailments. My nose sounds like a motorcycle and clogs every fifteen seconds. My body feels super weak, my head has been hurting non-stop, etc.
BUT...! thanks to tylenol and more drugs i was able to slowly progress and add lots of cool things. Here's a list of the changes i remember:
- added enviromental hazard picker (appears before each fight with either ships or boarders)
- added boarders picker (all races + random. Can choose between 2, 4 or 6) (ghost race not included)
- used <secretSector/> shenanigans to make the first sector repeat indefinitely (just like infinite space :p)
- added support for custom event triggering
Also important: the name for this pack will be changed to Mod Testing Environment (or something else not regarding only ships anymore) because i'm going to provide the users with an additional .ftl that will simplify triggering custom-defined events and testing custom weapons/drones. It will be called MTE: Custom Content Patch.
It's basically a .ftl that contains two .xml.append files that you can easily edit.
- events.xml.append
Contains an event that will be called by MTE's event picker. You can call up to six of your own events from it!
- blueprints.xml.append
Contains code for a kestrel on steroids will easily let you call weapons/drones/augments and whatnot.
To make everything work you've got to patch your mod first, then MTE and then MTE:CCP. I mean, theoretically. :V
If you don't want to patch the original kestrel with the on-steroids version (from now on i'll just call it the testrel), just don't include blueprints.xml.append in the .ftl that you'll have to make!
I hope that was clear enough ◡_◡ It's almost done, i swear. I've just got to add a couple more things, like a self repairing dummy ship and handle no-fuel events. I'll be done then! So yeah, stay tuna.
BUT...! thanks to tylenol and more drugs i was able to slowly progress and add lots of cool things. Here's a list of the changes i remember:
- added enviromental hazard picker (appears before each fight with either ships or boarders)
- added boarders picker (all races + random. Can choose between 2, 4 or 6) (ghost race not included)
- used <secretSector/> shenanigans to make the first sector repeat indefinitely (just like infinite space :p)
- added support for custom event triggering
Also important: the name for this pack will be changed to Mod Testing Environment (or something else not regarding only ships anymore) because i'm going to provide the users with an additional .ftl that will simplify triggering custom-defined events and testing custom weapons/drones. It will be called MTE: Custom Content Patch.
It's basically a .ftl that contains two .xml.append files that you can easily edit.
- events.xml.append
Contains an event that will be called by MTE's event picker. You can call up to six of your own events from it!
- blueprints.xml.append
Contains code for a kestrel on steroids will easily let you call weapons/drones/augments and whatnot.
To make everything work you've got to patch your mod first, then MTE and then MTE:CCP. I mean, theoretically. :V
If you don't want to patch the original kestrel with the on-steroids version (from now on i'll just call it the testrel), just don't include blueprints.xml.append in the .ftl that you'll have to make!
I hope that was clear enough ◡_◡ It's almost done, i swear. I've just got to add a couple more things, like a self repairing dummy ship and handle no-fuel events. I'll be done then! So yeah, stay tuna.