Questions here: an inquiry thread! [Updated Sep 15th, 2014]

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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Thu Sep 24, 2015 6:01 am

Chrono Vortex wrote:Should that work if it's applied to a modded ship? Because I just tried installing it after the modded ship I intend to use it with and it didn't work. Everything else is working perfectly, I checked.

Define didn't work. Based on the code, you don't start with the system.

Did you check the XML Sandbox to see if it was added to the shipBlueprint?

Did you go to a store that sold artillery and it didn't add it to your ship?

Did an event try to add the artillery system to the ship and fail?
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Chrono Vortex » Thu Sep 24, 2015 6:17 am

RAD-82 wrote:Did you check the XML Sandbox to see if it was added to the shipBlueprint?

Not yet, but I did run it through the profile editor.

RAD-82 wrote:Did you go to a store that sold artillery and it didn't add it to your ship?

Yep.

RAD-82 wrote:Did an event try to add the artillery system to the ship and fail?

After the first two it didn't seem necessary to bother with that.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Thu Sep 24, 2015 6:56 am

Lightwavers wrote:The mod now does not crash on start, but once I push continue, it just loads a normal event for the starting sector, and none of the XML I put in sees the light of day. Anyone know the cause?

Code: Select all

{stuff}

This seems a bit different than when I last saw it. Anyways, I tried to fix what I found here.

Code: Select all

<event name="START_GAME_EVENT">
   <text>Start beacon wormhole variation mod.</text>
   <choice>
      <text>Investigate the wormhole that formed close to the jump beacon.</text>
      <event load="START_WORMHOLE"/>
   </choice>
   <choice>
      <text>You decide that there are enough dangers in the galaxy without unknown wormholes adding to them.</text>
      <event/>
   </choice>
</event>

<eventList name="START_WORMHOLE">
   <event>
      <text>You navigate towards the wormhole using your impulse engines. As you get there, it appears that it is too unstable to safely go through.</text>
      <choice hidden="true">
         <text>Disable the safety checks and go through it anyway.</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Try to investigate the wormhole without putting your mission at risk.</text>
         <event load="CAUTIOUS_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Consult your crew.</text>
         <event load="CONSULT_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="UNSAFE_WORMHOLE">
   <event>
      <text>The wormhole sucks your ship into its infinite depths. Who knows what will happen next?</text>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole sucks your ship up violently. As you and the crew are immobilized by your suit's safety measures, you can hear vicious impacts across the hull.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>As you shoot through the wormhole, multiple small mineral heavy asteroids shatter almost ineffectively against your ship's hull, providing you with a nice amount of scrap.</text>
      <autoReward level="HIGH">scrap_only</autoReward>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole violently implodes, sending your ship careening through space, heavily damaged.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>

<eventList name="CAUTIOUS_WORMHOLE">
   <event>
      <text>As you start to navigate towards the wormhole, scans indicate that it is about to fade away. You may not reach it in time.</text>
      <choice hidden="true">
         <text>Detonate your fuel reserves in order to reach it.</text>
         <event>
            <text>Your ship accelerates at terrifying speeds, and the detonation damages your ships hull, but you made it to the wormhole just as it is about to fade away.</text>
            <item_modify>
               <item type="fuel" min="-12" max="-8"/>
            </item_modify>
            <damage amount="10"/>
            <choice>
               <text>Continue...</text>
               <event load="UNSAFE_WORMHOLE"/>
            </choice>
         <event>
      </choice>
      <choice hidden="true">
         <text>Continue at your current speed.</text>
         <event load="FIFTY_FIFTY_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Sell the data you collected about the wormhole to nearby scientists.</text>
         <event>
            <text load="SELL_WORMHOLE_DATA"/>
            <item_modify>
               <item type="fuel" min="1" max="5"/>
               <item type="missiles" min="2" max="7"/>
               <item type="drones" min="0" max="4"/>
               <item type="scrap" min="12" max="113"/>
            </item_modify>
            <modifyPursuit amount="1"/>
            <choice>
               <text>Continue...</text>
               <event/>
            </choice>
         </event>
      </choice>
   </event>
</eventList>

<textList name="SELL_WORMHOLE_DATA"/>
   <text>The transfer takes some time, but the scientists arrange to deliver supplies for your valuable information.</text>
   <text>The scientists tell you your data is worthless, but are sympathetic to the Federation cause and deliver some valuable supplies to your ship.</text>
   <text>After finding a research station that is not infested with rebels or pirates, you deliver your data at a steep discount to the scientists within, as you do not have the time to bargain.</text>
   <text>You are relieved to find scientists so close your location, and as they deliver some supplies, they also mention that the rebel fleet is closer than you thought.</text>
   <text>You accidentally deliver the information to a rebel research station, but they are in no position to fight back, promising not to reveal your location and even sending you some supplies, "for your trouble."</text>
   <text>The scientists you find are unaffiliated with either side, and turn out to have advanced sensors that render your data obsolete. However, they do give you some pity supplies for your journey.</text>
   <text>It turns out one of your crew knows someone who will pay for the data you have, and you arrange a shady deal.</text>
   <text>You paint some temporary pirate markings onto your hull and dock at a nearby black market. Soon you have a deal.</text>
</textList>

<eventList name="FIFTY_FIFTY_WORMHOLE">
   <event>
      <text>Your engines are much too slow to get anywhere near the wormhole before it fades away, and you decide to continue with your mission.</text>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>The wormhole's deterioration is slower than you had first though, you get to it just as it is about to dissappear.</text>
      <choice>
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="CONSULT_WORMHOLE">
   <event>
      <text>Your crew unanimously votes that the risk is worth it. Your ship heads towards the wormhole...</text>
      <choice>
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
   <event>
      <text>After a while, your crew finds out a way to retrieve a strange weapon from another dimension.</text>
      <weapon name="CRYSTAL_BURST_2"/>
      <modifyPursuit amount="1"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew figures out how to fill your cargo hold to the brim with fuel from unexplainable materials within the wormhole.</text>
      <item_modify>
         <item type="fuel" min="20" max="30"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>As your crew is consulting, a huge amount of metal ejects from the wormhole. The ship is slightly the worse for wear, but you are able to harvest a lot of the metal.</text>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="room" effect="fire"/>
      <damage amount="3"/>
      <item_modify>
         <item type="scrap" min="24" max="120"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew elects to stay away from the wormhole, but sends an array of probes through it. They pop in at random locations around the sector, revealing the whole area to your sensors.</text>
      <reveal_map/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>


@Chrono Vortex:
Sorry, but I can't see where the problem is.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Chrono Vortex » Thu Sep 24, 2015 7:42 am

RAD-82 wrote:Sorry, but I can't see where the problem is.

I can add it on to the ship mod directly and it works just fine, I guess I'll have to do that. Weird.
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Lightwavers
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Lightwavers » Thu Sep 24, 2015 12:54 pm

RAD-82 wrote:
Lightwavers wrote:The mod now does not crash on start, but once I push continue, it just loads a normal event for the starting sector, and none of the XML I put in sees the light of day. Anyone know the cause?

Code: Select all

{stuff}

This seems a bit different than when I last saw it. Anyways, I tried to fix what I found here.

Code: Select all

<event name="START_GAME_EVENT">
   <text>Start beacon wormhole variation mod.</text>
   <choice>
      <text>Investigate the wormhole that formed close to the jump beacon.</text>
      <event load="START_WORMHOLE"/>
   </choice>
   <choice>
      <text>You decide that there are enough dangers in the galaxy without unknown wormholes adding to them.</text>
      <event/>
   </choice>
</event>

<eventList name="START_WORMHOLE">
   <event>
      <text>You navigate towards the wormhole using your impulse engines. As you get there, it appears that it is too unstable to safely go through.</text>
      <choice hidden="true">
         <text>Disable the safety checks and go through it anyway.</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Try to investigate the wormhole without putting your mission at risk.</text>
         <event load="CAUTIOUS_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Consult your crew.</text>
         <event load="CONSULT_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="UNSAFE_WORMHOLE">
   <event>
      <text>The wormhole sucks your ship into its infinite depths. Who knows what will happen next?</text>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole sucks your ship up violently. As you and the crew are immobilized by your suit's safety measures, you can hear vicious impacts across the hull.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>As you shoot through the wormhole, multiple small mineral heavy asteroids shatter almost ineffectively against your ship's hull, providing you with a nice amount of scrap.</text>
      <autoReward level="HIGH">scrap_only</autoReward>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole violently implodes, sending your ship careening through space, heavily damaged.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>

<eventList name="CAUTIOUS_WORMHOLE">
   <event>
      <text>As you start to navigate towards the wormhole, scans indicate that it is about to fade away. You may not reach it in time.</text>
      <choice hidden="true">
         <text>Detonate your fuel reserves in order to reach it.</text>
         <event>
            <text>Your ship accelerates at terrifying speeds, and the detonation damages your ships hull, but you made it to the wormhole just as it is about to fade away.</text>
            <item_modify>
               <item type="fuel" min="-12" max="-8"/>
            </item_modify>
            <damage amount="10"/>
            <choice>
               <text>Continue...</text>
               <event load="UNSAFE_WORMHOLE"/>
            </choice>
         <event>
      </choice>
      <choice hidden="true">
         <text>Continue at your current speed.</text>
         <event load="FIFTY_FIFTY_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Sell the data you collected about the wormhole to nearby scientists.</text>
         <event>
            <text load="SELL_WORMHOLE_DATA"/>
            <item_modify>
               <item type="fuel" min="1" max="5"/>
               <item type="missiles" min="2" max="7"/>
               <item type="drones" min="0" max="4"/>
               <item type="scrap" min="12" max="113"/>
            </item_modify>
            <modifyPursuit amount="1"/>
            <choice>
               <text>Continue...</text>
               <event/>
            </choice>
         </event>
      </choice>
   </event>
</eventList>

<textList name="SELL_WORMHOLE_DATA"/>
   <text>The transfer takes some time, but the scientists arrange to deliver supplies for your valuable information.</text>
   <text>The scientists tell you your data is worthless, but are sympathetic to the Federation cause and deliver some valuable supplies to your ship.</text>
   <text>After finding a research station that is not infested with rebels or pirates, you deliver your data at a steep discount to the scientists within, as you do not have the time to bargain.</text>
   <text>You are relieved to find scientists so close your location, and as they deliver some supplies, they also mention that the rebel fleet is closer than you thought.</text>
   <text>You accidentally deliver the information to a rebel research station, but they are in no position to fight back, promising not to reveal your location and even sending you some supplies, "for your trouble."</text>
   <text>The scientists you find are unaffiliated with either side, and turn out to have advanced sensors that render your data obsolete. However, they do give you some pity supplies for your journey.</text>
   <text>It turns out one of your crew knows someone who will pay for the data you have, and you arrange a shady deal.</text>
   <text>You paint some temporary pirate markings onto your hull and dock at a nearby black market. Soon you have a deal.</text>
</textList>

<eventList name="FIFTY_FIFTY_WORMHOLE">
   <event>
      <text>Your engines are much too slow to get anywhere near the wormhole before it fades away, and you decide to continue with your mission.</text>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>The wormhole's deterioration is slower than you had first though, you get to it just as it is about to dissappear.</text>
      <choice>
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="CONSULT_WORMHOLE">
   <event>
      <text>Your crew unanimously votes that the risk is worth it. Your ship heads towards the wormhole...</text>
      <choice>
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
   <event>
      <text>After a while, your crew finds out a way to retrieve a strange weapon from another dimension.</text>
      <weapon name="CRYSTAL_BURST_2"/>
      <modifyPursuit amount="1"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew figures out how to fill your cargo hold to the brim with fuel from unexplainable materials within the wormhole.</text>
      <item_modify>
         <item type="fuel" min="20" max="30"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>As your crew is consulting, a huge amount of metal ejects from the wormhole. The ship is slightly the worse for wear, but you are able to harvest a lot of the metal.</text>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="room" effect="fire"/>
      <damage amount="3"/>
      <item_modify>
         <item type="scrap" min="24" max="120"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew elects to stay away from the wormhole, but sends an array of probes through it. They pop in at random locations around the sector, revealing the whole area to your sensors.</text>
      <reveal_map/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>


@Chrono Vortex:
Sorry, but I can't see where the problem is.


Thanks! I changed it some, thinking I'd found a way to fix it, with no result. I'll try to compare this to my original stuff to see what I had wrong. :)
Captain Markus
Posts: 18
Joined: Fri Sep 18, 2015 2:05 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Thu Sep 24, 2015 6:21 pm

Is this possible to make weapon like Chain Vulcan (Laser), but boosts not cooldown, as example damage or shoots ?

Code: Select all

   <boost>
      <type>damage</type>
      <amount>2</amount>
      <count>5</count>


Code: Select all

   <boost>
      <type>shoots</type>
      <amount>2</amount>
      <count>5</count>



will this work?
FederationScumX1999
Posts: 80
Joined: Thu Aug 06, 2015 12:49 pm
Location: An abandoned sector

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby FederationScumX1999 » Thu Sep 24, 2015 6:41 pm

I've run into an oddity. A new modder wanted to create a burst artillery that gases the enemy ship, killing everyone on board (though the original cooldown was like 200 seconds). He made some custom resources to go with it. The sounds themselves work fine and the gun is borrowed from CE (appearing as the Ion Burst Stun), but whenever the gun attempts to fire, the game crashes. Switching the custom projectile to a flak projectile temporarily, the gun fired just fine.

I can't figure out why the custom projectile is causing issues since it was meant to replace med_flak and therefore uses the same dimensions and info for its animations (with different names linking to the image in the Weapons folder and specific reference, of course). I even tried re-exporting the image to ensure it wasn't because there was some issue with the format, and it still crashed.

I include a download of the mod as it is so far if anyone would like to take a closer look at the coding or images. I would appreciate any help, especially from someone who has plenty of experience designing artillery and weapons.

Note: I have noticed that the weapon doesn't do bio-damage in its current state. The addition of bio-damage changed nothing.

http://www.mediafire.com/download/6v0z2 ... ocaust.zip
The future hinges on each of a thousand choices. Living is making choices! - Captain Jean-Luc Picard
WhiteWeasel
Posts: 245
Joined: Sun Apr 13, 2014 4:36 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Thu Sep 24, 2015 9:28 pm

Are there any good dissections of event text explaining what each thing means, how to make different choice paths and whatnot?
Image
Captain Markus
Posts: 18
Joined: Fri Sep 18, 2015 2:05 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Thu Sep 24, 2015 10:49 pm

Guys, help please.

Where I can find list of all default projectiles in the game ?
Which can be usable by BURST(like Flak) weapons. Now I know only debris_large, debris_medium, debris_small
Do you now ID names of missile, laser ?

I wanna make weapon, which will shoot instant 3 laser projectile or 3 missile, like this make in Flak.
MrRazerWolf
Posts: 36
Joined: Tue Jul 01, 2014 1:02 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby MrRazerWolf » Fri Sep 25, 2015 12:44 am

Im having an odd issue with my custom weapon. I have it set up exactly like the tutorial used told me, I had the iteration before it working. I made some new graphics for it and replaced what i needed to into the xml files, and when i go in game, the kestrel has my weapons name listed and the stats are working too, but the graphics aren't there. FTL error checker hasn't shown any issues when my mods installed. If you want I can attach my xml files if needed. Thank you to anyone who can help

Tutorial I used is here: viewtopic.php?f=12&t=17122
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