Weapon Editor Please?

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DragonMaster2962
Posts: 64
Joined: Fri Dec 13, 2013 1:36 am

Weapon Editor Please?

Post by DragonMaster2962 »

im trying to make a ship for the first time using superluminal, i got a image of the ship yard, and i want some custom weapons for it, preferably drones, but i don't know how to make weapons so if some one could help that would be great!
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R4V3-0N
Posts: 1287
Joined: Sun Oct 06, 2013 11:44 am

Re: Weapon Editor Please?

Post by R4V3-0N »

Weapon Editor = no.

It will make people more lazy and fail to learn stuff about modding and such.
Drone weapons are slightly easier to do as they require no animation script and such or visual weapon to say.

Code: Select all

<weaponBlueprint name="DRONE_LASER"> 
	<type>LASER</type>
	<title>Drone Laser</title>
	<damage>1</damage>
	<shots>1</shots>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<rarity>0</rarity>
	<image>laser_light1</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_1</weaponArt> 
</weaponBlueprint>
The code for the anti ship drone 1 (I think). you should go read up on the tutorial for weapon modding here http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17122

make sure rarity is still 0 or you will find a weapon in a store in game with your mod that will lead to a crash game. Damage is only important if it's an anti ship drone.

These are things you can't do with drones.

1) They can not use bombs.
2) Defence Drones can not use bombs.
3) Defence Drones can not use beams.
4) you can't fiddle around to much with drones that are hard coded (Boarder, anti pers, hull repair, system repair)

Read up on other tutorials, they help!
R4V3-0N, a dreamer.
DragonMaster2962
Posts: 64
Joined: Fri Dec 13, 2013 1:36 am

Re: Weapon Editor Please?

Post by DragonMaster2962 »

R4V3-0N wrote:Weapon Editor = no.

It will make people more lazy and fail to learn stuff about modding and such.
Drone weapons are slightly easier to do as they require no animation script and such or visual weapon to say.

Code: Select all

<weaponBlueprint name="DRONE_LASER"> 
	<type>LASER</type>
	<title>Drone Laser</title>
	<damage>1</damage>
	<shots>1</shots>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<rarity>0</rarity>
	<image>laser_light1</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_1</weaponArt> 
</weaponBlueprint>
The code for the anti ship drone 1 (I think). you should go read up on the tutorial for weapon modding here http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17122

make sure rarity is still 0 or you will find a weapon in a store in game with your mod that will lead to a crash game. Damage is only important if it's an anti ship drone.

These are things you can't do with drones.

1) They can not use bombs.
2) Defence Drones can not use bombs.
3) Defence Drones can not use beams.
4) you can't fiddle around to much with drones that are hard coded (Boarder, anti pers, hull repair, system repair)

Read up on other tutorials, they help!
i under stand, i just thought since i dont know how to code, but plan on learning to code it would be a temporary solution.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Weapon Editor Please?

Post by kartoFlane »

Well, it's high time then -- it's much easier to learn a language such as XML, than it is to write an entire application meant to dumb it down even more.

XML is a very simple code, a data description language -- the only things that you have to grasp here are the ideas of syntax, parent-child relations (hierarchies) and maybe element visibility (scope). While these concepts are trivial once you understand them, grasping them might be difficult if you've never had any experience with coding/programming before.

Since XML and HTML both belong to the same family of languages, completing the HTML Basics course might help you get started -- or at least interested more in the topic.
Last edited by kartoFlane on Mon Jan 13, 2014 10:57 am, edited 1 time in total.
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R4V3-0N
Posts: 1287
Joined: Sun Oct 06, 2013 11:44 am

Re: Weapon Editor Please?

Post by R4V3-0N »

Best way I think you should take on coding.

1) make a successful ship

2) make another ship/ edit same ship with the blueprints edited to be different/ outside the norm.

3) Make your own drone

4) Make your own drone weapon

5) Make your own normal weapon.

That is how I tackled modding / coding. And I am really an idiot at first to say the least, I had no experience anywhere else that could've helped me here besides going on paint.net many years ago.
R4V3-0N, a dreamer.
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: Weapon Editor Please?

Post by 5thHorseman »

R4V3-0N wrote:Best way I think you should take on coding.

1) make a successful ship

2) make another ship/ edit same ship with the blueprints edited to be different/ outside the norm.

3) Make your own drone

4) Make your own drone weapon

5) Make your own normal weapon.

That is how I tackled modding / coding. And I am really an idiot at first to say the least, I had no experience anywhere else that could've helped me here besides going on paint.net many years ago.
I second and third this idea. My first ship, I had no idea what I was doing. It was a little OP and a lot boring. The room graphics were all stretched and someone forgot to change the light bulbs in the Weapons room. I worked and worked until the little graphical things were fixed, and learned the basics. My second ship, I learned how to modify some basic defaults. My third ship I had it down pat. My fourth ship I was editing events like a pro, or at least like an advanced amateur.

It's daunting at first but start small. Make your own Kestrel with no burst laser but the teleporter standard to start. Or a red tail with 2 duals instead of the 4 basics. Move some rooms around (and make sure their graphics still work). Then move on to harder things.

And of course, ask questions! :)
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dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Weapon Editor Please?

Post by dalolorn »

kartoFlane wrote:XML is a very simple code, a data description language -- the only things that you have to grasp here are the ideas of syntax, parent-child relations (hierarchies) and maybe element visibility (scope). While these concepts are trivial once you understand them, grasping them might be difficult if you've never had any experience with coding/programming before.
Ironically, my first proper programming experience was modding games like Space Empires 5 or Star Wars: Empire at War a few years ago. Sounds like I may have learnt things in reverse... :lol:
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Weapon Editor Please?

Post by English Narwhal »

I swear I answered this question when you asked about a customization weapon mod.
While you're creating the weapon, it would have to write to the weapons file what you're creating, and also intelligently modify this to make it work.
It would be time consuming, to say the least.
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