Enemy Ship Won't Spawn

Discuss and distribute tools and methods for modding. Moderator - Grognak
Post Reply
Dalas120
Posts: 13
Joined: Thu Sep 01, 2016 5:38 pm

Enemy Ship Won't Spawn

Post by Dalas120 »

EDIT: Problem solved, thank you for your help!

Been trying to test an enemy Federation Base ship, but I can't get it to spawn in. Superluminal loads it just fine, but when I try to create the ship in an event it won't appear. Not sure what's causing the problem... I haven't made any enemy ships before so I'm probably forgetting something obvious.

When I use a different ship name (say "ROCK_SHIP") the ship appears normally, but when I use my ship name ("FED_BASE") the event continues as if I had never tried to load a ship.

I would be very grateful for any advice!

Files in the .ftl file (not including images and file structure)

autoBlueprints.xml.append

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>

<shipBlueprint name="FED_BASE" layout="fed_base" img="fed_base">
	<class>Orbital Command Center</class>
	<minSector>1</minSector>
	<maxSector>8</maxSector>
	<systemList>
		<artillery power="3" max="3" room="5" start="true" weapon="ARTILLERY_FED" />
		<artillery power="2" max="3" room="4" start="true" weapon="ARTILLERY_FED" />
		<clonebay power="3" max="3" room="9" start="true" />
		<doors power="2" max="2" room="13" start="true" />
		<drones power="3" max="10" room="7" start="true" />
		<oxygen power="2" max="2" room="8" start="true" />
		<sensors power="2" max="2" room="12" start="true" />
		<shields power="10" max="10" room="1" start="true" />
		<teleporter power="3" max="3" room="0" start="true" />
		<weapons power="2" max="10" room="6" start="true" />
	</systemList>
	<weaponSlots>4</weaponSlots>
	<droneSlots>4</droneSlots>
	<weaponList missiles="100" count="4" />
	<droneList drones="100" count="4">
		<drone name="BOSS_DEFENSE_2" />
		<drone name="DEFENSE_1" />
		<drone name="DRONE_SHIELD_PLAYER" />
		<drone name="DRONE_SHIELD_PLAYER" />
	</droneList>
	<health amount="20" />
	<maxPower amount="30" />
	<crewCount amount="3" max="3" class="human" />
	<crewCount amount="2" max="2" class="engi" />
	<crewCount amount="1" max="1" class="energy" />
	<crewCount amount="1" max="1" class="rock" />
	<boardingAI>sabotage</boardingAI>
	<aug name="BACKUP_DNA" />
	<aug name="FIRE_EXTINGUISHERS" />
	<aug name="TELEPORT_HEAL" />
</shipBlueprint>
events.xml.append (all text appears properly)

Code: Select all

<mod:findName xmlns:mod="mod" type="event" name="START_BEACON">
  <mod-append:choice xmlns:mod-append="mod-append">
    <text>Wait, is that a space station that shouldn't be here?</text>
    <event load="FED_BASE_TEST" />
  </mod-append:choice>
</mod:findName>

<event name="FED_BASE_TEST">
	<text>Dum Dum Dum</text>
        <ship load="FED_BASE" hostile="false" />
</event>
fed_base.xml

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>

<!--Copyright (c) 2012 by Subset Games. All rights reserved.-->
<img x="-111" y="-161" w="537" h="564" />
<offsets>
	<floor x="268" y="282" />
	<cloak x="268" y="282" />
</offsets>
<weaponMounts />
<explosion />
fed_base.txt

Code: Select all

X_OFFSET
0
Y_OFFSET
0
HORIZONTAL
0
VERTICAL
0
ELLIPSE
236
265
1
-108
ROOM
0
2
3
2
2
ROOM
1
5
3
2
2
ROOM
2
3
0
3
1
ROOM
3
3
7
3
1
ROOM
4
7
3
1
2
ROOM
5
1
3
1
2
ROOM
6
3
1
3
2
ROOM
7
3
5
3
2
ROOM
8
2
5
1
2
ROOM
9
6
5
1
2
ROOM
10
8
3
1
2
ROOM
11
0
3
1
2
ROOM
12
6
1
1
2
ROOM
13
2
1
1
2
DOOR
6
1
6
12
1
DOOR
4
7
7
3
0
DOOR
3
5
0
7
0
DOOR
4
1
2
6
0
DOOR
1
4
11
5
1
DOOR
7
3
1
10
1
DOOR
3
3
6
0
0
DOOR
2
3
5
0
1
DOOR
5
5
1
7
0
DOOR
3
1
13
6
1
DOOR
3
6
8
7
1
DOOR
8
4
10
4
1
DOOR
5
3
6
1
0
DOOR
6
6
7
9
1
Last edited by Dalas120 on Fri May 26, 2017 11:27 pm, edited 3 times in total.
User avatar
RAD-82
Posts: 795
Joined: Sat Nov 09, 2013 12:16 am

Re: Enemy Ship Won't Spawn

Post by RAD-82 »

The ship or event? I don't recognize that xmlns stuff in your slipstream tags.

If the event is working and it is just the ship not appearing, then try removing the <minSector> and <maxSector> tags from the blueprint. A <minSector> of 1 might be preventing the ship from loading in the first sector.
Image
Junkyard has FTL mods, mostly ships and a few other things.
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: Enemy Ship Won't Spawn

Post by meklozz »

You need to load a <ship name="YOUR_SHIP_REFERENCED_IN_THE_EVENT" auto_blueprint="YOUR_ACTUAL_SHIPBLUEPRINT"> defining rewards and escapes etc. like this:

Code: Select all

<ship name="MANTIS_NAMED_THIEF" auto_blueprint="SHIPS_MANTIS">
	<destroyed>
		<text>KazaaakplethKilik fights to the last, and you pick the scraps from the corpse of his ship. You sense, though, that his death has left a great mystery unresolved.</text>
		<autoReward level="MED">standard</autoReward>
	</destroyed>
	<deadCrew load="MANTIS_NAMED_THIEF_DEFEAT"/>
</ship>
Don't know if that's the only issue here.
Dalas120
Posts: 13
Joined: Thu Sep 01, 2016 5:38 pm

Re: Enemy Ship Won't Spawn

Post by Dalas120 »

meklozz wrote:You need to load a <ship name="YOUR_SHIP_REFERENCED_IN_THE_EVENT" auto_blueprint="YOUR_ACTUAL_SHIPBLUEPRINT"> defining rewards and escapes etc. like this:

Code: Select all

<ship name="MANTIS_NAMED_THIEF" auto_blueprint="SHIPS_MANTIS">
	<destroyed>
		<text>KazaaakplethKilik fights to the last, and you pick the scraps from the corpse of his ship. You sense, though, that his death has left a great mystery unresolved.</text>
		<autoReward level="MED">standard</autoReward>
	</destroyed>
	<deadCrew load="MANTIS_NAMED_THIEF_DEFEAT"/>
</ship>
Don't know if that's the only issue here.
Thank you! Worked great, hopefully I can get some more progress on the mod now.
Post Reply