[MOD][WIP] The Demolisher[CANCELED]

Discuss and distribute tools and methods for modding. Moderator - Grognak
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] The Demolisher

Post by BrenTenkage »

good, then I'll lets play it
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 »

DryEagle wrote: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.
How can I add the missile to stores?
sandtrooper956
Posts: 7
Joined: Wed Mar 06, 2013 5:42 pm

Re: [MOD][WIP] The Demolisher

Post by sandtrooper956 »

Well this mod is looking cool so I hope you release it soon :)
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: [MOD][WIP] The Demolisher

Post by TheNewbie »

Thank you! :D
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD][WIP] The Demolisher

Post by DryEagle »

Once your weapon is working with animations etc, you need to give a <rarity> value in the <weaponBlueprint> - this can take a number between 0 and 5; 0 means it won't show up in stores, and 1-5 means it will, with 1 being most likely and 5 being least likely.
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 »

Tried it on rarity 1 but still can't find it.
sandtrooper956
Posts: 7
Joined: Wed Mar 06, 2013 5:42 pm

Re: [MOD][WIP] The Demolisher

Post by sandtrooper956 »

Maybe you are just getting bad luck in finding it.
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am

Re: [MOD][WIP] The Demolisher

Post by TheNewbie »

You might be right. :lol:
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD][WIP] The Demolisher

Post by DryEagle »

Set all other weapons to rarity 5 or even 0, and leave yours as rarity 1. You should see it in every shop selling weapons then ;)
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 »

That's a good idea! :D
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