question -enemy ships.

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xlandar
Posts: 151
Joined: Thu Jan 23, 2014 1:34 am

question -enemy ships.

Post by xlandar »

i've been making a few enemy ships for a big mod i'm doing, and i came across a slight issue. when i create custom enemy ships, how do i get them to spawn? do i have to make custom events, edit existing events or anything else?
art and coding tutorials wanted, pm if you have some good ones please!Image
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: question -enemy ships.

Post by Sleeper Service »

An easy way is to add their IDs to the ship lists in autoblueprints.xml.append (if you want to ensure compatibility with other ships mods then maybe better inject them via SMM new capabilities). The lists are separated for each faction, like SHIPS_REBEL and so on.

When Karto and me started to do this some time ago, we encountered a weird behavior that made the game spawn its original enemies way more often then our new ships. I got around this by making custom copies of vanilla enemies and use them in my lists. If you encounter this bug you might have to do this as well.


More complex: Make a custom ship list with your ship. Create a custom ship event in shipEvents.xml.append and spawn this event with a custom event you integrate into the game via the usual event lists, like "NEUTRAL". The mod testing environment mod might also be helpfull.
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xlandar
Posts: 151
Joined: Thu Jan 23, 2014 1:34 am

Re: question -enemy ships.

Post by xlandar »

ok, thanks! i'm going to use both of these methods, because i have ships that wont fit into any events
art and coding tutorials wanted, pm if you have some good ones please!Image
SuperMarioKain
Posts: 5
Joined: Mon Jun 27, 2016 1:46 am

Re: question -enemy ships.

Post by SuperMarioKain »

Sleeper Service wrote:An easy way is to add their IDs to the ship lists in autoblueprints.xml.append (if you want to ensure compatibility with other ships mods then maybe better inject them via SMM new capabilities). The lists are separated for each faction, like SHIPS_REBEL and so on.

When Karto and me started to do this some time ago, we encountered a weird behavior that made the game spawn its original enemies way more often then our new ships. I got around this by making custom copies of vanilla enemies and use them in my lists. If you encounter this bug you might have to do this as well.


More complex: Make a custom ship list with your ship. Create a custom ship event in shipEvents.xml.append and spawn this event with a custom event you integrate into the game via the usual event lists, like "NEUTRAL". The mod testing environment mod might also be helpfull.

Where is autoblueprints.xml.append? I cant find it. Also, what is SMM?
Also where is shipEvents.xml.append?
And how do you find their IDs?

Im new to this stuff ._.
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