[Modding]Creating your own weapons

Discuss and distribute tools and methods for modding. Moderator - Grognak
Retro
Posts: 27
Joined: Thu Sep 20, 2012 2:34 pm

Re: [Modding]Creating your own weapons

Postby Retro » Fri Sep 21, 2012 9:50 pm

Alblaka wrote:Just noticed bp is present in crewBlueprints as well, thus it's either multi-functional or not related to weapon priority order.
Effectively, BluePrint itself would be the most common meaning of bp, but I still have no idea what it's used for.

@Retro: Jup.


Ah great, was a big fan of both IC and IC2. Looking forward to anything you have planned here ;)
AtillaBosma
Posts: 56
Joined: Tue Sep 18, 2012 3:51 pm

Re: [Modding]Creating your own weapons

Postby AtillaBosma » Sat Sep 22, 2012 10:07 am

Alblaka wrote:Just noticed bp is present in crewBlueprints as well, thus it's either multi-functional or not related to weapon priority order.
Effectively, BluePrint itself would be the most common meaning of bp, but I still have no idea what it's used for.

@Retro: Jup.

I don't think it has to do something with the Blueprint itself, maybe it has to do with how much damage it does to the crew?
Could be a possibility because if it is in the crewBlueprints and Blueprints then it has to do with the crew.

I'll do some tests, lemme see if that is what it does.
Alblaka
Posts: 98
Joined: Thu Sep 20, 2012 1:41 pm

Re: [Modding]Creating your own weapons

Postby Alblaka » Sat Sep 22, 2012 10:52 am

Nope, damage to crew is handled by, omigosh, <crewDamage>.
To be exact, damage to crewmen is calculated by 15 * (damage+crewDamage).

I'm pretty sure bp is some sort of 'ranking'. More powerful weapons seem to have a higher bp, as well human's have a lower bp then f.e. crystals. Eventually it's an indicator for AI to consider weapons and crewmen differently valuable (f.e. whilst being boarded it will always try hold back Zoltan's and Engi's if other classes are avaible. Could be a hardcoded AI script, though...)
Greetz,
Alblaka
AtillaBosma
Posts: 56
Joined: Tue Sep 18, 2012 3:51 pm

Re: [Modding]Creating your own weapons

Postby AtillaBosma » Sat Sep 22, 2012 1:41 pm

Alblaka wrote:Nope, damage to crew is handled by, omigosh, <crewDamage>.
To be exact, damage to crewmen is calculated by 15 * (damage+crewDamage).

I'm pretty sure bp is some sort of 'ranking'. More powerful weapons seem to have a higher bp, as well human's have a lower bp then f.e. crystals. Eventually it's an indicator for AI to consider weapons and crewmen differently valuable (f.e. whilst being boarded it will always try hold back Zoltan's and Engi's if other classes are avaible. Could be a hardcoded AI script, though...)

Maybe it has to do with what weapon is used first?
It's just a big mystery right now.
AtillaBosma
Posts: 56
Joined: Tue Sep 18, 2012 3:51 pm

Re: [Modding]Creating your own weapons

Postby AtillaBosma » Sun Sep 30, 2012 7:31 am

If you see some errors, please point them out to me!
I try to fix my tutorial as quick as I can, I'll probably rewrite it or make it easier to follow later.
chronial
Posts: 15
Joined: Tue Sep 25, 2012 12:17 am

Re: [Modding]Creating your own weapons

Postby chronial » Thu Oct 04, 2012 3:42 pm

Somebody interested in creating an article on the wiki that captures this information?

Just wanted to note some info on enemy ship creation posted by Justin here:
viewtopic.php?f=12&t=3357#p17116
Justin wrote:It's a little more complicated than this but:
- BP does nothing. It was from our abandoned customization idea.
- Ship's system power is selected between their "power" and "max" levels based on the sector it's in (+ other factors). i.e. at sector 1 it's likely to use the "power" amount and at sector 8 it's likely to use the "max" amount.
AtillaBosma
Posts: 56
Joined: Tue Sep 18, 2012 3:51 pm

Re: [Modding]Creating your own weapons

Postby AtillaBosma » Fri Oct 05, 2012 8:23 am

chronial wrote:Somebody interested in creating an article on the wiki that captures this information?

Just wanted to note some info on enemy ship creation posted by Justin here:
viewtopic.php?f=12&t=3357#p17116
Justin wrote:It's a little more complicated than this but:
- BP does nothing. It was from our abandoned customization idea.
- Ship's system power is selected between their "power" and "max" levels based on the sector it's in (+ other factors). i.e. at sector 1 it's likely to use the "power" amount and at sector 8 it's likely to use the "max" amount.

Thanks for the info, I'll edit my initial post as soon as possible.
Nezied
Posts: 5
Joined: Wed Oct 31, 2012 8:25 am

Re: [Modding]Creating your own weapons

Postby Nezied » Wed Oct 31, 2012 8:35 am

tellreded wrote:So, literally every time I mod a weapon, It will give me an error, like either the runtime has terminated the program in an unusual way. plox halp? I tried multiple ways to repack it but nothing is working. I even tried the fed retreat mod and it worked fine.


I'm getting exactly the same error when I try to edit weapons and stuff in .dat files.

I followed the guide to the letter and got this error

Error Message wrote:Microsoft Visual C++ Runtime Library

Asserion Failed!

Program: ...
File: src/rapidxml/rapidxml.hpp
Line: 1383

Expression: text

For information on how your program can bla bla bla bla

(Press Retry to debug the application - JIT must be enabled)

Crashlog wrote:Version = 1.02.6

Last Player Ship

Last Enemy Ship

Last Event Text =

Stack Trace:

1 - 0x760a67c4 assert
2 - 0x0058844e
3 - 0x00405fbd
4 - 0x00406c1b
5 - 0x005bf3bb
6 - 0x005bf478
7 - 0x005bed46
8 - 0x004010b6
9 - 0x00401128
10 - 0x762c33aa BaseThreadInitThunk
11 - 0x77dd9ef2 RtlInitializeExceptionChain
12 - 0x77dd9ec5 RtlInitializeExceptionChain


Would very much like to know what the hell is going wrong :\
AtillaBosma
Posts: 56
Joined: Tue Sep 18, 2012 3:51 pm

Re: [Modding]Creating your own weapons

Postby AtillaBosma » Wed Oct 31, 2012 9:51 am

Nezied wrote:
tellreded wrote:So, literally every time I mod a weapon, It will give me an error, like either the runtime has terminated the program in an unusual way. plox halp? I tried multiple ways to repack it but nothing is working. I even tried the fed retreat mod and it worked fine.


I'm getting exactly the same error when I try to edit weapons and stuff in .dat files.

I followed the guide to the letter and got this error

Error Message wrote:Microsoft Visual C++ Runtime Library

Asserion Failed!

Program: ...
File: src/rapidxml/rapidxml.hpp
Line: 1383

Expression: text

For information on how your program can bla bla bla bla

(Press Retry to debug the application - JIT must be enabled)

Crashlog wrote:Version = 1.02.6

Last Player Ship

Last Enemy Ship

Last Event Text =

Stack Trace:

1 - 0x760a67c4 assert
2 - 0x0058844e
3 - 0x00405fbd
4 - 0x00406c1b
5 - 0x005bf3bb
6 - 0x005bf478
7 - 0x005bed46
8 - 0x004010b6
9 - 0x00401128
10 - 0x762c33aa BaseThreadInitThunk
11 - 0x77dd9ef2 RtlInitializeExceptionChain
12 - 0x77dd9ec5 RtlInitializeExceptionChain


Would very much like to know what the hell is going wrong :\

Yeah, I'm not sure, try to do it again and check everything.
Maybe the guide is out of date due to the unofficial updates, but I am not sure.
Nezied
Posts: 5
Joined: Wed Oct 31, 2012 8:25 am

Re: [Modding]Creating your own weapons

Postby Nezied » Wed Oct 31, 2012 12:05 pm

I just tried 2 things...
1. I tried what the guide tells you to do as I did before and it didn't work, then I restored the original .dat files.
2. I tried to do it useing the stats for the BEAM_1 weapon and called it BEAM_11 instead, boosted the stats a bit, but that didn't work either.... Got exactly the same error.