MOD (WIP) Dream Cruisers and weapons

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Branflakes413
Posts: 6
Joined: Tue Dec 29, 2015 12:18 am

MOD (WIP) Dream Cruisers and weapons

Post by Branflakes413 »

So, I am working on coding a mod, weapons first, but I can't quite figure out how to make the weapons show up when I try to test it by modifying the Kestral in Superluminal. I am new at this, so if you could help I would appreciate it.
Here is my code.

Code: Select all

<weaponBlueprint name="NIGHTMARE">
   <type>Beam</type>
   <title>Nightmare Cannon</title>
   <short>Nightmare</short>
   <desc>This cannon is extremely powerful, and causes all who bear its destruction to feel nightmares.</desc>
   <tooltip>Fires a beam that pierces all shields and does ion damage.</tooltip>
   <damage>2</damage>
   <ion>3</ion>
   <sysDamage>12</sysDamage>
   <missiles>1</missiles>
   <length>200</length>
   <sp>5</sp>
   <speed>8</speed>
   <fireChance>10</fireChance>
   <breachChance>10</breachChance>
   <stunChance>10</stunChance>
   <persDamage>10</persDamage>
   <cooldown>10</cooldown>
   <hullBust>1</hullBust>
   <lockdown>0</lockdown>
   <power>4</power>
   <cost>120</cost>
   <bp>2</bp>
   <rarity>5</rarity>
   <image>beam_contact</image>
    <color>
      <r>0</r>
      <g>0</g>
      <b>0</b>
   </color>
   <launchSounds>
      <sound>Beam2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>largeExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <image>1.png</image> 
   <weaponArt>1.png</weaponArt> 
</weaponBlueprint>
How I make mods
Step 1. Code and draw mod.
Step 2. Accidentally break mod.
Step 3. Attempt and fail to fix it
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by meklozz »

Do you know how mods (.ftl files) are made and what they contain? You can open any you download like you would any zip file (which they are, just renamed) to get familiar with them.

Once you create a mod with your weapon (blueprints.xml.append in a 'data' folder with your code inside and pictures (if necessary) for it in an appropriate folder), you can go to mod management in SuperLuminal 'file' menu, add it. You'll get that weapon (NIGHTMARE) as an option to add. When you save the ship, choose to include that mod.

Of course, once you're familiar with it, you can just add the weapon yourself to the archive.
Branflakes413
Posts: 6
Joined: Tue Dec 29, 2015 12:18 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by Branflakes413 »

I mean, I understand how mods are made and what they contain, I got the animation sheet and the animation files, as well as a number of pictures for the mod. I compiled it into a .zip file because those are compatible with Superluminal and added it to the mod management, but I couldn't seem to find it when I was changing the weapon. Can you tell if I messed up the code anywhere?
How I make mods
Step 1. Code and draw mod.
Step 2. Accidentally break mod.
Step 3. Attempt and fail to fix it
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by meklozz »

File structure, maybe? You need a data folder inside the archive, and a blueprints.xml.append (or similar) inside of that. Don't think there's anything wrong with the weapon, but there's not much there to mess up if you just take another weapon and modify the value to fit your needs. Hard to say without the whole thing.

Are you getting any errors when loading the mod file in superluminal?
Last edited by meklozz on Thu Dec 31, 2015 11:20 pm, edited 1 time in total.
Branflakes413
Posts: 6
Joined: Tue Dec 29, 2015 12:18 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by Branflakes413 »

Here, I'll just send the .zip over to show you what I did.
Nevermind, it won't let me.
I'm not getting any errors, I load the mod into the mod management, then I try to change the weapon and it doesn't show up under the 'beams' category. Or any other category.
How I make mods
Step 1. Code and draw mod.
Step 2. Accidentally break mod.
Step 3. Attempt and fail to fix it
Branflakes413
Posts: 6
Joined: Tue Dec 29, 2015 12:18 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by Branflakes413 »

How I make mods
Step 1. Code and draw mod.
Step 2. Accidentally break mod.
Step 3. Attempt and fail to fix it
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by meklozz »

There's something indeed wrong with the weapon, Superluminal doesn't see it and the game crashes when you try to aim it. I haven't really tried to make many weapons, so not sure which tag it is, but I'm seeing a lot of candidates, from miss sound to the fact that it takes missiles. Have to try and get rid of them a few at a time to see what exactly messes things up.

And you don't really want to put it inside another folder, just data and img folders directly in an archive.

@

Also, blueprints.xml.append
Branflakes413
Posts: 6
Joined: Tue Dec 29, 2015 12:18 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by Branflakes413 »

meklozz wrote:to the fact that it takes missiles
It doesn't break the game in most instances if you make beams or lasers take missiles, trust me, I did it before. That was on purpose, to make it slightly less OP.
meklozz wrote:Superluminal doesn't see it and the game crashes when you try to aim it.
Not to be rude, but I was aware that Superluminal couldn't see it. The second issue is quite odd, though.
I remade it, still using missiles, but with the Glaive Beam as a start instead of a Leto Missile this time.
http://www25.zippyshare.com/v/SyJkicoB/file.html
How I make mods
Step 1. Code and draw mod.
Step 2. Accidentally break mod.
Step 3. Attempt and fail to fix it
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: MOD (WIP) Dream Cruisers and weapons

Post by meklozz »

Soo..

Firstly, <type> needs to be all in capitals, like BEAM. That stops the crashes.

Secondly, that is not how the animations work. Please look up some existing weapons in some mods or in the FTL files, I'm no expert, really, but the files just need to be made differently. There is a guide somewhere, you should be able to find it from one of the stickied threads for modding resources.

Anyway, once all that is straightened out (including the stuff from my previous post, like file structuring and naming), superluminal should catch the weapon.
Not to be rude, but I was aware that Superluminal couldn't see it.
Yeah, sorry, I didn't see your post yet and was just trying the weapon from the first one. Wasn't sure how far you made it. Missiles also don't seem to be the problem, I was just guessing at stuff that might or not might work at that point.
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