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Re: Importing custom weapons into .ftl files
Posted: Sun Dec 08, 2013 12:59 pm
by Kierany9
Re: Importing custom weapons into .ftl files
Posted: Sun Dec 08, 2013 2:55 pm
by kartoFlane
They all work fine for me. Something you're probably missing is that .ftl files are, in fact, just renamed .zip archives -- and
only zip, .rar will not work.
Also, your ship is replacing the Red-Tail, and not the Kestrel. So I guess that's why you didn't see it?
The proton torpedo is missing its weapon sprite, but that can be easily fixed by just correcting the weaponArt name.
Re: Importing custom weapons into .ftl files
Posted: Sun Dec 08, 2013 4:29 pm
by Kierany9
kartoFlane wrote:They all work fine for me. Something you're probably missing is that .ftl files are, in fact, just renamed .zip archives -- and
only zip, .rar will not work.
Also, your ship is replacing the Red-Tail, and not the Kestrel. So I guess that's why you didn't see it?
The proton torpedo is missing its weapon sprite, but that can be easily fixed by just correcting the weaponArt name.
I changed the files from .ftl to .rar before uploading them, and then changed them back to .ftl to play them. The ship replaces the Red Tail, but I get different results depending on the .ftl files I use.
Ship file only: I get the buggy weapons on the Y-Wing(replacing Red Tail)
Ship and weapons file: Same as running the ship only.
Merged file: Nothing happens, vanilla FTL
I don't know why but I dont think SMM is registering the weapon files being added.
EDIT: The Torpedo's sprite is in img\weapons. Do you need animation.xml for custom weapon sprites?
EDIT EDIT: So by changing the extention of the downloaded files to .ftl and added them with *insert mod loading tool here* you got them to fully work. As mentioned above, regardless of what files I load in whatever order, it refuses to work.
Re: Importing custom weapons into .ftl files
Posted: Sun Dec 08, 2013 4:46 pm
by kartoFlane
Well,
here is the file I tested -- it's basically the merged file you've sent me. I haven't changed anything, only packed it to .zip, renamed it to .ftl, and loaded up using SMM. It works fine.
Are you
absolutely sure that you're packing the mods as
zip archives, and
not rar ones?
Kierany9 wrote:EDIT: The Torpedo's sprite is in img\weapons. Do you need animation.xml for custom weapon sprites?
Yes.
Re: Importing custom weapons into .ftl files
Posted: Sun Dec 08, 2013 5:16 pm
by Kierany9
kartoFlane wrote:Well,
here is the file I tested -- it's basically the merged file you've sent me. I haven't changed anything, only packed it to .zip, renamed it to .ftl, and loaded up using SMM. It works fine.
Are you
absolutely sure that you're packing the mods as
zip archives, and
not rar ones?
Kierany9 wrote:EDIT: The Torpedo's sprite is in img\weapons. Do you need animation.xml for custom weapon sprites?
Yes.
It worked! I must've packed it as .rar, named it to .zip and then .ftl. Thanks a bunch. Also, noob question, but how do you make an animation.xml. Actually, just refer me to a guide.
Re: Importing custom weapons into .ftl files
Posted: Sun Dec 08, 2013 5:33 pm
by R4V3-0N
Re: Importing custom weapons into .ftl files
Posted: Sun Dec 08, 2013 9:38 pm
by Kierany9
Well, thanks for the help everybody. Here's the finished result: A very challenging, shieldless, two-man bomber with weapons that are great...but not together.
Y-Wing Assault Bomber:
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=20845
Re: Importing custom weapons into .ftl files
Posted: Tue Dec 10, 2013 3:11 pm
by Kierany9
One last question: Is it possible to modify the cost and availability of certain upgrades, in this case shields? And if so, how?
Re: Importing custom weapons into .ftl files
Posted: Tue Dec 10, 2013 4:04 pm
by Metzelmax
Code: Select all
<systemBlueprint name="shields">
<type>shields</type>
<title>Shields</title>
<desc>Powers your shields. Every shield bar can block one incoming shot. Upgrading increases bar count.</desc>
<startPower>2</startPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>100</level> <!-- level 2 -->
<level>20</level> <!-- level 3 -->
<level>30</level> <!-- level 4 -->
<level>40</level> <!-- level 5 -->
<level>60</level> <!-- level 6 -->
<level>80</level> <!-- level 7 -->
<level>100</level> <!-- level 8 -->
<level>120</level> <!-- Imaginary level 9 -->
</upgradeCost>
<cost>150</cost>
</systemBlueprint>
change rarity and cost for desired effect. you can also change the upgrade costs, or add/remove upgrade levels (so your ships have 5 max shields), but note that this will change the shield systems on all ships including enemies, atleast I think so.