KK's Detailed Modding Tutorial

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Jumbocarrot0
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Re: KK's Detailed Modding Tutorial

Postby Jumbocarrot0 » Thu Apr 12, 2018 4:07 am

Honestly it would be hard for any non-human to use computers. Lanius would probably just eat it by instinct, rockmen's and crystalmen's hands are too big for the keyboard and zoltan would probably overcharge the computer.
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TheSubsetGamer
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Re: KK's Detailed Modding Tutorial

Postby TheSubsetGamer » Fri Sep 14, 2018 7:31 pm

This tutorial is quite helpful, however I was wondering what I would do if I was using GOG instead of Steam
Thanks fellow gamers!
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KingdomKrafters
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Location: Somewhere in Murica

Re: KK's Detailed Modding Tutorial

Postby KingdomKrafters » Tue Sep 25, 2018 8:00 pm

To be honest I have no clue. I didn't even know there was another way to get FTL other than Steam (except on mobile of course)... I suppose you would probably use the same method but you would have to find a different directory? Not really sure. :| Sorry.
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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KeyChain
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Re: KK's Detailed Modding Tutorial

Postby KeyChain » Sun Jun 23, 2019 3:44 am

So I don't know if this is the best place to ask but is there a way to create a laser weapon with an accuracy drop? I'm trying to create a weapon that will fire off 5 shots but has a chance of missing like a flak gun. I know it's possible, I've pulled it off before a while back on my old computer about a month back but I'm having trouble recreating it. I run into one of two problems when making the mod. The first is that the blueprint reads <shots>5</shots> but when examining the weapon in game or via Super Luminal it insists there is, in fact, 0 shots. (This isn't just a visual error either, when the weapon fires in-game nothing happens.) The second issue is that I get the weapon to fire but then the weapon has pinpoint accuracy.

Now the blueprint looked something like this from what I can remember. Any idea what I'm doing wrong or, more importantly, how it can be done?

Code: Select all

<weaponBlueprint name="LASER_BURST_5">
   <type>BURST</type>
   <title>Burst Laser Mark IV</title>
   <short>Burst Laser IV</short>
   <desc>Powerful burst laser that fires off an impressive barrage at the cost of accuracy.</desc>
   <tooltip>Fires 5 lasers; 1 damage per shot.</tooltip>
   <damage>1</damage>
   <shots>5</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>1</breachChance>
   <cooldown>20</cooldown>
   <power>4</power>
   <cost>95</cost>
   <projectiles>
      <projectile count="1" fake="false">laser_light2</projectile>
   </projectiles>
   <radius>32</radius>
   <bp>10</bp>
   <rarity>4</rarity>
   <image>laser_light2</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_5</weaponArt>
</weaponBlueprint>
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KingdomKrafters
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Re: KK's Detailed Modding Tutorial

Postby KingdomKrafters » Tue Jun 25, 2019 8:43 pm

Well you are doing the correct thing by making it a "BURST" weapon. I can't quite make out what the issue might be, but I attempted this myself and included the file in this post, hopefully this works for you.

Also sorry for the late response, I only check the forums occasionally. Hopefully its not to late.
https://www.dropbox.com/s/jxk8z4jky1lcu ... e.ftl?dl=0
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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KeyChain
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Re: KK's Detailed Modding Tutorial

Postby KeyChain » Sun Jan 19, 2020 7:53 am

Alright, back again with a new problem with modding. I don't have a lot of time in my life to do it but I've sort gotten more interested in it. That said, I come across new problems. The weapon we chatted about before now works perfectly (thanks to you) and does "appear" in game, however, a problem I'm having now has to do with weapon sprite not showing up.

I think it's just me not fully understanding how I do the animations (for example I have no idea what the 'charge' in the firepoint tag does) but this is what I have so far. (Note what is posted below is EXACTLY what is written (and how it is written) in the xml files, nothing more, nothing less. Also note that the sprite file is a PNG image and is simply named "laser_burst_6". Don't know if there is something specific I should be naming it.)

Animation:

Code: Select all

<animSheet name="laser_burst_6" w="780" h="125" fw="51" fh="124">weapons/laser_burst_6</animSheet>
<weaponAnim name="laser_burst_6">
   <sheet>laser_burst_6</sheet>
   <desc length="15" x="0" y="0"/>
   <chargedFrame>9</chargedFrame>
   <fireFrame>10</fireFrame>
   <firePoint  x="32" y="3" charge=""/>
   <mountPoint x="0" y="72"/>
</weaponAnim>


BluePrint:

Code: Select all

<weaponBlueprint name="LASER_BURST_6">
   <type>BURST</type>
   <title>Burst Laser Mark IV</title>
   <short>Burst Laser IV</short>
   <tip>tip_laser</tip>
   <desc>Ludicrously powerful burst laser that fires off an insane volley at the cost of accuracy.</desc>
   <tooltip>Fires 7 lasers; 1 damage per shot.</tooltip>
   <damage>1</damage>
   <shots>7</shots>
   <radius>42</radius>
   <spin>0</spin>
   <sp>1</sp>
   <hullBust>1</hullBust>
   <fireChance>2</fireChance>
   <breachChance>2</breachChance>
   <stunChance>2</stunChance>
   <cooldown>40</cooldown>
   <power>4</power>
   <cost>125</cost>
   <bp>10</bp>
   <rarity>5</rarity>
   <image>laser_burst_6</image>
   <projectiles>
      <projectile count="1" fake="false">laser_light2</projectile>
   </projectiles>
   <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_6</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>


Don't know if this is needed but this is the sprite in question.
https://imgur.com/beCL5LZ
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KingdomKrafters
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Re: KK's Detailed Modding Tutorial

Postby KingdomKrafters » Fri Jan 24, 2020 10:21 pm

Sorry my reply is a little late, I rarely check the forums now-a-days.

Your problem is rather simple, if I'm seeing it correctly.

you should have .png after the weapon's name in the anim sheet like this:
<animSheet name="laser_burst_6" w="780" h="125" fw="51" fh="124">weapons/laser_burst_6.png</animSheet>
<weaponAnim name="laser_burst_6">
<sheet>laser_burst_6</sheet>
<desc length="15" x="0" y="0"/>
<chargedFrame>9</chargedFrame>
<fireFrame>10</fireFrame>
<firePoint x="32" y="3" charge=""/>
<mountPoint x="0" y="72"/>
</weaponAnim>

Hopefully that should fix it.

Its rather hard to respond/co-ordinate on the forums, so if you have any future questions and want a response in something quicker than a 5 day timespan, I recommend joining the FTL discord, where you can contact me at Puffias Leroy McBillington III#1234

https://discord.gg/btqm3cY
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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