KK's Detailed Modding Tutorial
- Jumbocarrot0
- Posts: 423
- Joined: Sat Oct 21, 2017 1:18 am
Re: KK's Detailed Modding Tutorial
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.
- TheSubsetGamer
- Posts: 9
- Joined: Thu Jul 12, 2018 3:04 pm
Re: KK's Detailed Modding Tutorial
This tutorial is quite helpful, however I was wondering what I would do if I was using GOG instead of Steam
Thanks fellow gamers!
- KingdomKrafters
- Posts: 139
- Joined: Sat Oct 28, 2017 8:09 pm
Re: KK's Detailed Modding Tutorial
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.
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- Posts: 2
- Joined: Sun Jun 23, 2019 3:20 am
Re: KK's Detailed Modding Tutorial
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?
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>
- KingdomKrafters
- Posts: 139
- Joined: Sat Oct 28, 2017 8:09 pm
Re: KK's Detailed Modding Tutorial
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
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
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- Posts: 2
- Joined: Sun Jun 23, 2019 3:20 am
Re: KK's Detailed Modding Tutorial
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:
BluePrint:
Don't know if this is needed but this is the sprite in question.
https://imgur.com/beCL5LZ
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
- KingdomKrafters
- Posts: 139
- Joined: Sat Oct 28, 2017 8:09 pm
Re: KK's Detailed Modding Tutorial
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
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
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- Posts: 1
- Joined: Thu Jun 11, 2020 8:13 pm
Re: KK's Detailed Modding Tutorial
Hello, I'm not really new to modding but FTL is quite tricky. I don't make mods but rather adjust existing ones for myself i.e. numbers, sprites. So I ran into a problem with sprites and I dont quite know what I did wrong or if I didn't do something all together. The sprites I'm talking about are for the interiors. I used superluminal, I made a couple of 1x3, 1x4 and 2x4 rooms and made sprites to fit them. Everything seems to be working fine except that the sprites show yellow warning signs in game. In superluminal everything looks fine.
- RAD-82
- Posts: 796
- Joined: Sat Nov 09, 2013 12:16 am
Re: KK's Detailed Modding Tutorial
MrKrySss wrote:Hello, I'm not really new to modding but FTL is quite tricky. I don't make mods but rather adjust existing ones for myself i.e. numbers, sprites. So I ran into a problem with sprites and I dont quite know what I did wrong or if I didn't do something all together. The sprites I'm talking about are for the interiors. I used superluminal, I made a couple of 1x3, 1x4 and 2x4 rooms and made sprites to fit them. Everything seems to be working fine except that the sprites show yellow warning signs in game. In superluminal everything looks fine.
Are your .png files interlaced? FTL only supports non-interlaced .png files.
I don't know if this is the issue, because the last time I saw someone have issues with interlaced .png files, they only mentioned things being invisible rather than seeing the yellow warning signs.
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- Posts: 3
- Joined: Tue Jan 25, 2022 12:14 am
Re: KK's Detailed Modding Tutorial
idk if im dumb or something but what are the flak guns called in the files? i want to make a modified flak gun but i cant find anything in the blueprints.xml file, in the imgs they are called shotguns, but they arent the same in the blueprints file. HELP!
(EDIT: i'd also like to know the sound names, so the weapon can have the right sound!)
(EDIT: i'd also like to know the sound names, so the weapon can have the right sound!)