[Ship(s)+weapons] The Uz'ran Tribes 07.07.13 -- unsupported
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [Ship(s)+weapons] The Uz'ran Tribes 02.06.13 [WIP]
I forgot to include the shield image of the maggot... i m such a dummy.
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [Ship(s)+weapons] The Uz'ran Tribes 02.06.13 [WIP]
changed the starting system power of the maggot to 4. That way you dont loose your beam by every random little hit
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [Ship(s)+weapons] The Uz'ran Tribes 07.07.13 [WIP]
version 0.4a:
Added 2 ships
added 3 weapons
Added 2 ships
added 3 weapons
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- Posts: 36
- Joined: Tue Jun 11, 2013 11:15 pm
Re: [Ship(s)+weapons] The Uz'ran Tribes 07.07.13 [WIP]
I think that the atom weapon is broken i cant find the prob in the code so sorry.
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [Ship(s)+weapons] The Uz'ran Tribes 07.07.13 [WIP]
So what's the bug exactly? Does it not load, or has the Leviathan no weapons? Because it all works for me, I need to know what's wrong.
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- Posts: 36
- Joined: Tue Jun 11, 2013 11:15 pm
Re: [Ship(s)+weapons] The Uz'ran Tribes 07.07.13 [WIP]
the weapon shows the fire sprite over and over again without really shooting anything
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [Ship(s)+weapons] The Uz'ran Tribes 07.07.13 [WIP]
I cant find an error with my animations or weapon description and it works fine on my pc.
However I have read somewhere that FTL can have problems with to large animations (which still not explains why it works for me but not for you).
To try it you could replace this section of code in the blueprint.xml.append:
This gives the atomizer just the art of the lightningthrower. If that still gives bugs then there is a other error somewhere. If it works then either the animations are wrong or it just has to many pictures and I need to remove every second one or so.
However I have read somewhere that FTL can have problems with to large animations (which still not explains why it works for me but not for you).
To try it you could replace this section of code in the blueprint.xml.append:
Code: Select all
<weaponBlueprint name="ORGAN_ATOM1">
<type>LASER</type>
<title>Organic Atomizer</title>
<short>Org Atom</short>
<desc>This weapon was developed for the Uz'ran clan-wars. It is capable of vaporizing any biological mass. Deadly for any living ship.</desc>
<tooltip>1 shot of organic vaporization goo. 1 ion + 4 dmg to crew.</tooltip>
<damage>0</damage>
<persDamage>4</persDamage>
<ion>1</ion>
<shots>1</shots>
<sp>0</sp>
<speed>45</speed>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>8</cooldown>
<power>2</power>
<cost>75</cost>
<bp>4</bp>
<rarity>5</rarity>
<image>LIGHTNING</image>
<launchSounds>
<sound>CANNON1</sound>
</launchSounds>
<hitShipSounds>
<sound>ionHit1</sound>
<sound>ionHit2</sound>
<sound>ionHit3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>ionShields1</sound>
<sound>ionShields2</sound>
<sound>ionShields3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>LIGHTNING_THROWER</weaponArt>
</weaponBlueprint>