[MOD][WIP] The Demolisher[CANCELED]
- BrenTenkage
- Posts: 1157
- Joined: Tue Nov 06, 2012 4:48 pm
Re: [MOD][WIP] The Demolisher
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
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
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- Posts: 138
- Joined: Thu Mar 28, 2013 9:56 am
Re: [MOD][WIP] The Demolisher
How can I add the missile to stores?DryEagle wrote:OK, looking that the blueprint, I take it this is what's causing you problems: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).Code: Select all
<image>missile_proton</image> <weaponArt>missiles_proton_strip</weaponArt>
Show what you have in animation sheet for these - they will consist of an <animSheet> and an <anim> entry for each one, e.g.:
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_energyCode: 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>
So, this is probably where you are going wrong, if your animation sheet is incorrect.
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- Joined: Wed Mar 06, 2013 5:42 pm
Re: [MOD][WIP] The Demolisher
Well this mod is looking cool so I hope you release it soon 

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- Posts: 363
- Joined: Thu Oct 04, 2012 11:17 am
Re: [MOD][WIP] The Demolisher
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.
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- Joined: Thu Mar 28, 2013 9:56 am
Re: [MOD][WIP] The Demolisher
Tried it on rarity 1 but still can't find it.
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- Joined: Wed Mar 06, 2013 5:42 pm
Re: [MOD][WIP] The Demolisher
Maybe you are just getting bad luck in finding it.
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- Posts: 138
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Re: [MOD][WIP] The Demolisher
You might be right. 

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- Posts: 363
- Joined: Thu Oct 04, 2012 11:17 am
Re: [MOD][WIP] The Demolisher
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 ;)
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- Posts: 138
- Joined: Thu Mar 28, 2013 9:56 am
Re: [MOD][WIP] The Demolisher
That's a good idea! 
