Weapon Editor Please?
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- Posts: 64
- Joined: Fri Dec 13, 2013 1:36 am
Weapon Editor Please?
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!
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Weapon Editor Please?
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.
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!
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>
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.
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- Posts: 64
- Joined: Fri Dec 13, 2013 1:36 am
Re: Weapon Editor Please?
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.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.
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=17122Code: 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>
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!
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Weapon Editor Please?
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.
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.
Superluminal2 - a ship editor for FTL
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Weapon Editor Please?
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.
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.
- 5thHorseman
- Posts: 1665
- Joined: Sat Mar 02, 2013 2:29 am
Re: Weapon Editor Please?
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.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.
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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- Posts: 532
- Joined: Sun Sep 23, 2012 8:06 am
Re: Weapon Editor Please?
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...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.

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- Posts: 402
- Joined: Tue Dec 03, 2013 9:12 pm
Re: Weapon Editor Please?
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.
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.
