[MOD/WEAPON] First Weapon Design, Thoughts?

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MrRazerWolf
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Joined: Tue Jul 01, 2014 1:02 am

[MOD/WEAPON] First Weapon Design, Thoughts?

Postby MrRazerWolf » Fri Sep 25, 2015 1:31 am

Alright im sure you all are probably fed up with me making topics and asking for feedback, ive been on a little bit of a modding/creation spree and just now managed to finish my first weapon.
Image
anyway here it is, its immensely op as it was a test (5 chield pierce and 10 damage a shot with a 5sec cooldown)
However my main focus was on looks, and getting the darn thing to actually work. Thank you to whoever pointed out my silly mistake of not renaming my file in the animation blueprint!
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dizzy_xc
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Joined: Thu Sep 10, 2015 9:48 am

Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby dizzy_xc » Fri Sep 25, 2015 1:32 am

i THINK IT LOOKS PRETTY GOOD. Oops, caps. Does it work? Stats are obviously OP.
MrRazerWolf
Posts: 36
Joined: Tue Jul 01, 2014 1:02 am

Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby MrRazerWolf » Fri Sep 25, 2015 1:45 am

Aye, it does work, and tbh for being my first weapon, it looks pretty good too, if you want i can upload the ftl file (its attached to the kestrel right now, still have to figure out if i can attach it to my custom ships, might rebalance and make a ship abased around it :P)
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dizzy_xc
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Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby dizzy_xc » Fri Sep 25, 2015 2:05 am

YES! I am working on my first weapon too for my Pegasus mod. I'd love to sneak peak at how you did yours. Thank you!
MrRazerWolf
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Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby MrRazerWolf » Fri Sep 25, 2015 2:22 am

Gladly :) I attached it to his post :) it is however in .zip format as .ftl seemed to not want to attach and im too lazy to open dropbox right now lol


Weapon_test.zip


And if you need a tutorial for any extra help theres one here (Be warned it can be confusing if you dont pay very good attention to everything) viewtopic.php?f=12&t=17122
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WhiteWeasel
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Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby WhiteWeasel » Fri Sep 25, 2015 2:30 am

If you ask me there could be more shading on the muzzle brake and base of the gun where the charge bars are located. Though I dig the shading on the barrel.
Image
MrRazerWolf
Posts: 36
Joined: Tue Jul 01, 2014 1:02 am

Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby MrRazerWolf » Fri Sep 25, 2015 2:39 am

Yeah I was thinking the same, that was my hardest part as i couldnt figure in how to add mroe details and kinda scrapped the shading, glad the barrel turned out okay though
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dizzy_xc
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Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby dizzy_xc » Fri Sep 25, 2015 4:14 am

Very straightforward, Mrrazerwolf. You created a great first gun.

Im using a chargegun which is giving me fits. I tried changing the y offset for the mount and the guns all disappeared. lol. So I changed it back. lol, voodoo magic. Oh well, Ill tackle that later.

Here's the problem Im running into, as Ive got the weapon to show up, but I cant get the black bars to charge up... I have two .png files, one is the animation of the gun, the other is the green charge status as it charges its 6 shots.

Here's the code, and I dont know what boost does. I think I need to add another animation to it to make the charge work, but I dont know how to combine them. Do you?

Code: Select all

<animSheet name="chargelaser6" w="1300" h="48" fw="50" fh="48">weapons/laser_charger6_base.png</animSheet>
<weaponAnim name="chargelaser6">
   <sheet>chargelaser6</sheet>
   <desc length="26" x="0" y="0"/>
   <chargedFrame>7</chargedFrame>
   <fireFrame>8</fireFrame>
   <firePoint  x="33" y="16"/>
   <mountPoint x="8" y="37"/>
   <boost></boost>
</weaponAnim>


ImageImage
MrRazerWolf
Posts: 36
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Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby MrRazerWolf » Fri Sep 25, 2015 4:40 am

Your shot is defined in the Blueprints.xml, under the first image tag

Code: Select all

 <image>laser_light1</image>                       <!-- #essential -->
   <launchSounds>                                           <!-- #essential -->
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </launchSounds>
   <hitShipSounds>                                      <!-- #essential -->
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>                                  <!-- #essential -->
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>                                        <!-- #essential -->
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_cannon2</weaponArt>      <!-- #essential -->
</weaponBlueprint>


and the actual weapon art is in the Weapon art tag near the bottom. as far as i can tell keep everything in the animation folder the same as you have it, just change the file names in the blueprint.xml Also the file you put under weapon art will be the same one you use on the top of the animation xml
Last edited by MrRazerWolf on Fri Sep 25, 2015 4:41 am, edited 1 time in total.
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RAD-82
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Re: [MOD/WEAPON] First Weapon Design, Thoughts?

Postby RAD-82 » Fri Sep 25, 2015 4:41 am

dizzy_xc wrote:Here's the code, and I dont know what boost does. I think I need to add another animation to it to make the charge work, but I dont know how to combine them. Do you?
Image

That image is what goes in the boost tag. It also needs animation code.
Example:

Code: Select all

<animSheet name="chargelaser6_charge" w="300" h="48" fw="50" fh="48">weapons/laser_charger6_charges.png</animSheet>
<anim name="chargelaser6_charge">
   <sheet>chargelaser6_charge</sheet>
   <desc length="6" x="0" y="0"/>
   <time>1.0</time>
</anim>

Then stick chargelaser6_charge into the boost tag of the weaponAnim.

edit: Saw other post; iconImage is an iPad thing. You can ignore it.
Image
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