Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
ASB has no gun sprite. Its bullet sprite is PDS_shot in the weapons folder (last I checked).
- TheOneAndOnlyRuffDuf
- Posts: 49
- Joined: Thu Jan 08, 2015 6:43 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Thanks! that's what I was looking for!
-
- Posts: 15
- Joined: Thu Apr 30, 2015 10:08 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
What's wrong with this animation code? It defaults to the basic laser animation in game.
The weapon blueprint:
Code: Select all
<animSheet name="disruptor_laser" w="176" h="62" fw="22" fh="62">weapons/disruptorlaser1.png</animSheet>
<weaponAnim name="disruptor_laser">
<sheet>disruptor_laser</sheet>
<desc length="8" x="0" y="0"/>
<chargedFrame>1</chargedFrame>
<fireFrame>5</fireFrame>
<firePoint x="16" y="7"/>
<mountPoint x="5" y="47"/>
<chargeImage>weapons/disruptorlaser_glow.png</chargeImage>
</weaponAnim>
Code: Select all
<weaponBlueprint name="DISRUPTOR_LASER_1">
<type>BURST</type>
<flavorType>Takes down shields</flavorType>
<title>Disruptor Laser Mark I</title>
<tip>tip_flak</tip>
<short>Disruptor Laser I</short>
<desc>Fires a burst of low focus lasers. Takes down shields but doesn't do much else.</desc>
<tooltip>Good alongside high-damage sister weapons.</tooltip>
<radius>42</radius>
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<spin>0</spin>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>10</cooldown>
<power>2</power>
<cost>65</cost>
<bp>10</bp>
<speed>50</speed>
<rarity>2</rarity>
<projectiles>
<projectile count="1" fake="false">disruptorlaser_shot</projectile>
<projectile count="4" fake="true">disruptorlaser_shot</projectile>
</projectiles>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>flakImpact1</sound>
<sound>flakImpact2</sound>
<sound>flakImpact3</sound>
<sound>flakImpact4</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>disruptor_laser</weaponArt>
<iconImage>disruptor_laser</iconImage>
</weaponBlueprint>
-
- Posts: 46
- Joined: Mon Feb 23, 2015 6:25 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Is it possible to mod/create an event that can unlock a Type B ship before Type A is Unlocked?
Example - Some Modded Event can unlock the Noether (Zoltan B) even if a player doesn`t have The Adjudicator (Zoltan A)
Example - Some Modded Event can unlock the Noether (Zoltan B) even if a player doesn`t have The Adjudicator (Zoltan A)
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Nope. I believe it's tied to the ship itself.FearTheBlaziken wrote:Is it possible to mod/create an event that can unlock a Type B ship before Type A is Unlocked?
Example - Some Modded Event can unlock the Noether (Zoltan B) even if a player doesn`t have The Adjudicator (Zoltan A)
So no ,you can't get the Crystal B before the Crystal A (that's what you're really asking for isn't it?)
- TheFallenAngel359
- Posts: 111
- Joined: Fri Feb 13, 2015 8:22 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Technically, you could. Type B-unlocks are tied to the achievements, so you could give the player two of the three achievements, unlocking the ship. I've messed around with the FTL Profule Editor, and found that having two achievements without the Type A variant of the ship will unlock it.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
I've been told the following when the basic laser pops up when you don't want it :zaphod_ wrote:What's wrong with this animation code? It defaults to the basic laser animation in game.
[/code]
For me the problem ended up being a typo. Not sure if this will help you or not though...Sleeper Service wrote:Check your entries, that happens if you assign a bad weapon ID to a ship if I remember correctly. The game can't find the correct weapon and puts that dummy basic laser in as a placeholder.
All I can still say, not knowing your modding skill, is to make sure you don't have any typos (in the code and the names of the images) and the images you're using are in the correct directories.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Shameless plug: FTL ErrorChecker should be able to find such error without too much trouble
Superluminal2 - a ship editor for FTL
- TheOneAndOnlyRuffDuf
- Posts: 49
- Joined: Thu Jan 08, 2015 6:43 pm
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Got an issue with a drone schematic I'm modding.
I want to create a duplicate of the ion intruder drone so it only take 1 power to use.
Took the blueprint of the original, changed the blueprint name, changed the power requirement.
Loaded it on my ship and I get this :

Note this is still in testing, so not the final starting equipment ! Double drones do some weird stuff...
So as you can see, the icon shows a standard boarding drone and it also acts like a standard boarding drone when used.
Here's the code I'm using :
In the ship blueprint it also says :
With NEWBOARDER being the modded standard boarding drone which works.
I tried putting the droneblueprint in the blueprints.xml.append, got the above pic.
And tried putting it in dlcBlueprints.xml.append, got the above pic as well.
Any ideas? If it should work as it stands, let me know as well please. Always good to know that I'm just the one to have fudged up. It uses already existing images and animations so... Or is this a " Every drone blueprint needs a separate animation code as well even if you just change the power requirement." deal?
I want to create a duplicate of the ion intruder drone so it only take 1 power to use.
Took the blueprint of the original, changed the blueprint name, changed the power requirement.
Loaded it on my ship and I get this :

Note this is still in testing, so not the final starting equipment ! Double drones do some weird stuff...
So as you can see, the icon shows a standard boarding drone and it also acts like a standard boarding drone when used.
Here's the code I'm using :
Code: Select all
<droneBlueprint name="NEWBOARDER_ION">
<type>BOARDER</type>
<tip>tip_boarding</tip>
<locked>1</locked>
<title>Ion Intruder Drone</title>
<short>I. Intruder</short>
<desc>Breaches through the enemy hull and randomly ionizes systems.</desc>
<power>1</power>
<speed>18</speed>
<cost>65</cost>
<rarity>0</rarity>
<iconImage>ionD</iconImage>
</droneBlueprint>
Code: Select all
<droneList drones="10" count="3">
<drone name="NEWBOARDER_ION" />
<drone name="NEWBOARDER_ION" />
<drone name="NEWBOARDER" />
</droneList>
I tried putting the droneblueprint in the blueprints.xml.append, got the above pic.
And tried putting it in dlcBlueprints.xml.append, got the above pic as well.
Any ideas? If it should work as it stands, let me know as well please. Always good to know that I'm just the one to have fudged up. It uses already existing images and animations so... Or is this a " Every drone blueprint needs a separate animation code as well even if you just change the power requirement." deal?