Re: [MOD][WIP] The Demolisher
Posted: Sat Apr 13, 2013 10:48 pm
good, then I'll lets play it
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How can I add the missile to stores?DryEagle wrote:OK, looking that the blueprint, I take it this is what's causing you problems:What this means is, you must have 2 separate entries in the file animations.xml.append - each of which corresponds to the images (the first is missile image, the 2nd is launcher image).Code: Select all
<image>missile_proton</image> <weaponArt>missiles_proton_strip</weaponArt>
Show what you have in animation sheet for these - they will consist of an <animSheet> and an <anim> entry for each one, e.g.:
As you can see, this matches up in name to the blueprint I showed above - the <image> is missile_e and the <weaponimage> is missiles_energyCode: Select all
<animSheet name="missiles_energy" w="100" h="43" fw="25" fh="43">weapons/missiles_e_strip4.png</animSheet> <weaponAnim name="missiles_energy"> <sheet>missiles_energy</sheet> <desc length="4" x="0" y="0"/> <chargedFrame>2</chargedFrame> <fireFrame>3</fireFrame> <firePoint x="15" y="15"/> <mountPoint x="7" y="30"/> <chargeImage>weapons/missiles_e_glow.png</chargeImage> </weaponAnim> <animSheet name="missile_e" w="32" h="80" fw="32" fh="80">weapons/missileE.png</animSheet> <anim name="missile_e"> <sheet>missile_e</sheet> <desc length="1" x="0" y="0"/> <time>1</time> </anim>
So, this is probably where you are going wrong, if your animation sheet is incorrect.