In your ship blueprint, you have the weapon count set as 1; change it to 2 for both weapons to be available
(just as an aside, you also have the drones count set to 2, even though you have three drones listed. not sure if this is how you wanted it though.)
Then, in animations.xml, you have the <animSheet> tag for the laser set to use the bomb image, but without the .png. Change that to weapons/supernova_laser_1.png
Also, I'm not sure if it's necessary or not, but you don't have your weapons added to the <startingWeapons> list in blueprints.xml.
[Unsolved] Image Issues
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Re: Mod Issues
Yeah, I don't know how that happened. Derp.jonny_AB wrote:In your ship blueprint, you have the weapon count set as 1; change it to 2 for both weapons to be available
(just as an aside, you also have the drones count set to 2, even though you have three drones listed. not sure if this is how you wanted it though.)
I'll fix that.jonny_AB wrote: Then, in animations.xml, you have the <animSheet> tag for the laser set to use the bomb image, but without the .png. Change that to weapons/supernova_laser_1.png
I didn't think about that, I'll look into it.jonny_AB wrote: Also, I'm not sure if it's necessary or not, but you don't have your weapons added to the <startingWeapons> list in blueprints.xml.
- kartoFlane
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Re: Mod Issues
It's not neccessary to add weapons to startingWeapons list; player ships start with the weapon just fine, and I've even received my modded weapon from an event, without adding it to any lists whatsoever. Apparently non-zero rarity is the only thing needed.
Superluminal2 - a ship editor for FTL
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Re: Mod Issues
This is probably right, since by accident, i sometimes forgot adding my custom weapons to the starting list, and the weapon still worked just fine. But i guess we are too lazy to make things slighty different now.. lol. I personally have the starting weapon list to have a sorted list (with commentaries, like weapons level 1, weapons level 2, etc) of all my custom weapons, so i can see wat weapons are weak, or not (for modding references). But thats all.. lol. Same with the drone list.kartoFlane wrote:It's not neccessary to add weapons to startingWeapons list; player ships start with the weapon just fine, and I've even received my modded weapon from an event, without adding it to any lists whatsoever. Apparently non-zero rarity is the only thing needed.
I do this cuz sometimes is really hard to see all the custom weapons u make. When u have more than 30 custom weapons, the task of identify all of em, just navigating through the xml file can be really tedious. With the list, i know exactly how many weapons i created, the level of em, etc (and this helps me as well to add em to my custom events).
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Re: Mod Issues
**Update
I have one bug yet to squash before my ship is ready for release. The images don't appear for the weapons, and it resorts to using the default laser. This might be because I named my files wrong or something, so I'll look into that.
I have one bug yet to squash before my ship is ready for release. The images don't appear for the weapons, and it resorts to using the default laser. This might be because I named my files wrong or something, so I'll look into that.
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Re: Mod Issues
Is there a way to define the amount of reactor power a ship starts with? All I see relating to power is maxpower, which only sets the maximum for the ship.
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Re: Mod Issues
Maximum reactor power is the maximum quantity of active bars u start with (so this is wat u want), not the maximum a ship can handle...Thunderr wrote:Is there a way to define the amount of reactor power a ship starts with? All I see relating to power is maxpower, which only sets the maximum for the ship.
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Re: Mod Issues
Really? I set it to six and it gave me six bars maximum and six bars to start. I'll play around with it and see if that's right.speedoflight wrote: Maximum reactor power is the maximum quantity of active bars u start with (so this is wat u want), not the maximum a ship can handle...
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Re: Weapon Issues
I'd very much object to this preposition... "just behaving like it's the same" is way different than "everything over 10 will just be 10".speedoflight wrote:Besides, u can just test it if u are not sure, with 10 u will see u ignite fire at the same reate as 100, meaning, a value bigger than 10 will be just 10.
Roses are #FF0000
Violets are #0000FF
All of our mods
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Violets are #0000FF
All of our mods
are belong to you.
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Re: Weapon Issues
¿? firechance = 100 is the same as firechance = 10. firechance = 50 is the same as firechance = 10.shark wrote:I'd very much object to this preposition... "just behaving like it's the same" is way different than "everything over 10 will just be 10".speedoflight wrote:Besides, u can just test it if u are not sure, with 10 u will see u ignite fire at the same reate as 100, meaning, a value bigger than 10 will be just 10.
Maybe u understand it now better
