[MOD][WIP] The Demolisher[CANCELED]

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TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

[MOD][WIP] The Demolisher[CANCELED]

Post by TheNewbie »

Hello! I am The Newbie and I'm creating a ship mode with custom weapons. I have already created my ships image, cloaking image and I'm starting making my custom weapons. :roll: EDIT :
Image



I am playtesting the ship right now! :D But,I cant find my custom weapon no matter what happens! 53 stores visited nothing found! :oops:


Things to do: Custom ship image:done
Custom weapons: just some minutes till I finish them
Custom ship:done
Gibs:5/5 (done)




Do you hear that sound? No? Well, I have to tell you that this is the sound of progress.
Last edited by TheNewbie on Wed Apr 24, 2013 12:13 pm, edited 13 times in total.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD][WIP] The Demolisher

Post by DryEagle »

use www.imgur.com to upload pictures, it's really very simple.

but besides that, explain your problem a little better please... I don't understand what you mean when you say you "can't find the code the pictures show" ...?
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: [MOD][WIP] The Demolisher

Post by TheNewbie »

Let me explain to you : I followed AtillaBosmas's weapon guide but the values the codes he shows are different than the ones my blueprints.xml have! I tried to do what AtillaBosma does (with the different value codes off course) but as I expected nothing happened. I think that AtillaBosma's guide is too old or that the steam version which I have has different values than the version this page has (but I'm sure that it's not possible that the different version has different values than the other one). P.S. Thanks for the tips and for replying so fast to my post! :D P.S.S. I love your mods. :D
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD][WIP] The Demolisher

Post by DryEagle »

can you show the complete entry for the weapon? so that we know what you're talking about. use the code tag:

Code: Select all

<weaponBlueprint name="MISSILES_ENERGY">
	<type>MISSILES</type>
	<title>Iota Missile System</title>
	<short>Iota M.</title>
	<desc>Missile launcher that fires weak projectiles formed from dreams and space dust.</desc>
	<tooltip>Fires a single missile; does 1 damage; pierces all shields.</tooltip>
	<damage>1</damage>
	<missiles>0</missiles>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>10</cooldown>
	<power>1</power>
	<cost>40</cost>
	<bp>5</bp>
	<rarity>0</rarity>
	<image>missile_e</image>
	<launchSounds>
		<sound>smallMissile1</sound>
		<sound>smallMissile2</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>smallExplosion</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>missiles_energy</weaponArt> 
</weaponBlueprint>
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: [MOD][WIP] The Demolisher

Post by TheNewbie »

Code: Select all

<weaponBlueprint name="MISSILES_1">
	<type>MISSILES</type>
	<title>Leto Missiles</title>
	<short>Leto</short>
	<desc>This launcher is outdated and weak, but can still be effective.</desc>
	<tooltip>Fires 1 missile; does 1 damage; pierces all shields.</tooltip>
	<damage>1</damage>
	<missiles>1</missiles>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>1</fireChance>
	<breachChance>1</breachChance>
	<cooldown>9</cooldown>
	<power>1</power>
	<cost>20</cost>
	<bp>2</bp>
	<rarity>0</rarity>
	<image>missile_1</image>
	<launchSounds>
		<sound>smallMissile1</sound>
		<sound>smallMissile2</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>smallExplosion</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>missiles_1</weaponArt> 
</weaponBlueprint> Missile I use for my weapon. My weapon:[code][code]<weaponBlueprint name="MISSILES_PROTON">
	<type>MISSILES</type>
	<title>Poton Missiles</title>
	<short>Proton M.</short>
	<desc>This powerfull weapon is designed to destroy whole ships with some hits</desc>
	<tooltip>Fires 1 missile; does 5 damage; pierces all shields.</tooltip>
	<damage>5</damage>
	<missiles>1</missiles>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>0</fireChance>
	<breachChance>4</breachChance>
	<cooldown>20</cooldown>
	<power>4</power>
	<cost>100</cost>
	<bp>2</bp>
	<rarity>4</rarity>
	<image>missile_proton</image>
	<launchSounds>
		<sound>smallMissile1</sound>
		<sound>smallMissile2</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>smallExplosion</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>missiles_proton_strip</weaponArt> 
</weaponBlueprint>
User avatar
BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] The Demolisher

Post by BrenTenkage »

can't wait to play with this ship
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: [MOD][WIP] The Demolisher

Post by TheNewbie »

I hope I'll finish soon! :D
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD][WIP] The Demolisher

Post by DryEagle »

OK, looking that the blueprint, I take it this is what's causing you problems:

Code: Select all

<image>missile_proton</image>
<weaponArt>missiles_proton_strip</weaponArt>
What this means is, you must have 2 separate entries in the file animations.xml.append - each of which corresponds to the images (the first is missile image, the 2nd is launcher image).

Show what you have in animation sheet for these - they will consist of an <animSheet> and an <anim> entry for each one, e.g.:

Code: Select all

<animSheet name="missiles_energy" w="100" h="43" fw="25" fh="43">weapons/missiles_e_strip4.png</animSheet>
<weaponAnim name="missiles_energy">
	<sheet>missiles_energy</sheet>
	<desc length="4" x="0" y="0"/>
	<chargedFrame>2</chargedFrame>
	<fireFrame>3</fireFrame>
	<firePoint  x="15" y="15"/>
	<mountPoint x="7" y="30"/>
	<chargeImage>weapons/missiles_e_glow.png</chargeImage>
</weaponAnim>

<animSheet name="missile_e" w="32" h="80" fw="32" fh="80">weapons/missileE.png</animSheet>
<anim name="missile_e">
	<sheet>missile_e</sheet>
	<desc length="1" x="0" y="0"/>
	<time>1</time>
</anim>
As you can see, this matches up in name to the blueprint I showed above - the <image> is missile_e and the <weaponimage> is missiles_energy

So, this is probably where you are going wrong, if your animation sheet is incorrect.
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: [MOD][WIP] The Demolisher

Post by TheNewbie »

Thanks! Thanks so damn hard! :D
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: [MOD][WIP] The Demolisher

Post by TheNewbie »

If I manage to fix an error which the Superluminal has, the ship might be ready tomorrow! :mrgreen:
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