Hammer Head Fighter (WIP)

Distribute and discuss mods that are functional. Moderator - Grognak
boagboy
Posts: 23
Joined: Sun Mar 29, 2015 1:47 pm

Re: Hammer Head Fighter (WIP)

Post by boagboy »

meklozz wrote:Several manning station seem to be broken and the list image is huge.

I'm also not really sure what the proper protocol for room_glows is, but it seems to be breaking some other ships (e.g. Zoltan A). I guess you should use the appropriate image if it already exists, and create a new one if it doesn't?

B looks fun, though, I'll play it when I feel like some FTL.
well shit i was sorta hoping this wouldn't have any incompatibilities. No clue how to use the room_glows either so i just sorta bushed them aside, as i said in the main post this is my first ship mod and if anyone knows any fixes i would be very greatfull, cause at the moment this mod is as buggy as assassins creed unity :lol: also what do you mean "image list" again i'm new to this :P
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: Hammer Head Fighter (WIP)

Post by meklozz »

The miniature in the ship list.

The room glows seem to be basically shared by all the ships, so I guess it would inadvisable to change any (or you may get adjudicators nose glowing outside a room or something), just look through them to see if anything fits and if none do, create a new one? I barely played around with ship making, so not sure what troubles you may run into.
boagboy
Posts: 23
Joined: Sun Mar 29, 2015 1:47 pm

Re: Hammer Head Fighter (WIP)

Post by boagboy »

oh derp list image is litrally the image in the lsit :p im such a idoit. that should be a pretty easy fix i think... mby. i will get to work on the rooms as that is pretty important.
boagboy
Posts: 23
Joined: Sun Mar 29, 2015 1:47 pm

Re: Hammer Head Fighter (WIP)

Post by boagboy »

hmmmmm so far i have found no connection between the rooms that dont work. idk, but it isnt the end of the world if you cant man the engines or shields can't be manned though i think the type B can't man the weapon's , but i will check. sorry about the bugs trying to fix them! though for now its at least playable, always look on the bright side XD.
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: Hammer Head Fighter (WIP)

Post by meklozz »

Change the number somewhere in the room tag (line right above/under manning direction). With rooms as small as this, you need either 0 (first/only tile) or 1.

From what I see, room glow doesn't even stay the same whether you only load type A or both A and B - which seems pretty bad as it means you're re-changing your own stuff.

Finally, maybe lower the ship? It's kind of high on the screen.
boagboy
Posts: 23
Joined: Sun Mar 29, 2015 1:47 pm

Re: Hammer Head Fighter (WIP)

Post by boagboy »

thanks for the help!!!!
boagboy
Posts: 23
Joined: Sun Mar 29, 2015 1:47 pm

Re: Hammer Head Fighter (WIP)

Post by boagboy »

wait what??? manning direction???when i click on the room it doesn't show???
boagboy
Posts: 23
Joined: Sun Mar 29, 2015 1:47 pm

Re: Hammer Head Fighter (WIP)

Post by boagboy »

wait what??? manning direction???when i click on the room it doesn't show???
boagboy
Posts: 23
Joined: Sun Mar 29, 2015 1:47 pm

Re: Hammer Head Fighter (WIP)

Post by boagboy »

wait what??? manning direction???when i click on the room it doesn't show???
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: Hammer Head Fighter (WIP)

Post by meklozz »

Oh right, you're in SuperLuminal? Then I think you need to choose the wrench on top and then you can add/change direction/remove stations, choose the proper ones and click on the tiles.
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