Well this guy tought you how to XML edit it in. Didn;t you say "Teach me" earlier?Proud American Engi wrote:I cant XML edit so I always use superluminal...kartoFlane wrote:Well, like I said, you simply do it the same way you do it for player ships, so...It may or may not work like that anymore -- as I said, I've tested this before the AE update.Code: Select all
<weaponList count="2" missiles="#"> <weapon name="WEAPON_1" /> <weapon name="WEAPON_2" /> </weaponList>
How to give a custom weapon to a custom enemy ship?
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: How to give a custom weapon to a custom enemy ship?
R4V3-0N, a dreamer.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: How to give a custom weapon to a custom enemy ship?
Oh well, it's a good point nonetheless, it made me notice that I didn't add that option to the editor...
Anyway, xml is all text, really. You can open .xml files with basic Notepad and make the changes you need, and save the file.
Anyway, xml is all text, really. You can open .xml files with basic Notepad and make the changes you need, and save the file.
Superluminal2 - a ship editor for FTL
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- Posts: 82
- Joined: Tue Aug 05, 2014 10:01 am
Re: How to give a custom weapon to a custom enemy ship?
Well, I finally got to the point where I can try this, and here are my results:kartoFlane wrote:Well, like I said, you simply do it the same way you do it for player ships, so...It may or may not work like that anymore -- as I said, I've tested this before the AE update.Code: Select all
<weaponList count="2" missiles="#"> <weapon name="WEAPON_1" /> <weapon name="WEAPON_2" /> </weaponList>
Working:
Code: Select all
<blueprintList name="KLINGON_WEAPONS">
<name>K_DISRUPTORS</name>
</blueprintList>
<shipBlueprint ....>
<weaponList missiles="20" count="2" load="KLINGON_WEAPONS" />
</shipBlueprint>
Code: Select all
<shipBlueprint ....>
<weaponList missiles="20" count="2" />
<weapon name="K_DISRUPTORS" />
<weapon name="K_DISRUPTORS" />
</weaponList>
</shipBlueprint>
- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: How to give a custom weapon to a custom enemy ship?
That's not working because you have an error in there; an extra slash closing the weaponList before the weapons are loaded. This method does work when error-free. It is what the default Rebel Rigger that the games uses does.Abs wrote:Not working:Code: Select all
<shipBlueprint ....> <weaponList missiles="20" count="2" /> <weapon name="K_DISRUPTORS" /> <weapon name="K_DISRUPTORS" /> </weaponList> </shipBlueprint>
Code: Select all
<!---- Crash protection default ship blueprint. DO NOT REMOVE -->
<shipBlueprint name="DEFAULT" layout="rebel_squat" img="rebel_squat">
<class>Rebel Rigger</class>
<systemList>
<pilot power="1" room="0"/>
<oxygen power="1" room="2"/>
<shields power="2" room="4"/>
<engines power="2" room="7"/>
<weapons power="3" room="6"/>
<drones power="4" room="1"/>
</systemList>
<droneList count="2" drones="4">
<drone name="DEFENSE_1"/>
<drone name="DEFENSE_1"/>
</droneList>
<weaponList count="2" missiles="10">
<weapon name="LASER_HEAVY_1"/>
<weapon name="LASER_BURST_1"/>
</weaponList>
<health amount="10"/>
<maxPower amount ="15"/>
<crewCount amount = "3" class="human"/>
</ship>

-
- Posts: 82
- Joined: Tue Aug 05, 2014 10:01 am
Re: How to give a custom weapon to a custom enemy ship?
Sunuvabeach. You're probably right! That extra slash indicates that it's a solo tag, and the game won't look for the actual closing tag. That explains why it kept on loading a Rebel Rigger. It's a good thing I posted my code, so that I could have the errors of my ways shown to me.
Thanks RAD-82!
Abs

Abs