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Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Fri Apr 18, 2014 11:15 pm
by InventorRaccoon
I just tried making a weapon with it, and I like it. I like it a lot.

I wonder how effective a missile launcher that doesn't use ammo, recharges every 7 seconds, doesn't deal damage and fires twice in a row, and takes 1 power to charge with no other effects will do in combat.

Those defence drones are going to cry.

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Fri Apr 18, 2014 11:45 pm
by KloAl
InventorRaccoon wrote:I just tried making a weapon with it, and I like it. I like it a lot.

I wonder how effective a missile launcher that doesn't use ammo, recharges every 7 seconds, doesn't deal damage and fires twice in a row, and takes 1 power to charge with no other effects will do in combat.

Those defence drones are going to cry.
Glad your happy! :D

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Fri Apr 18, 2014 11:48 pm
by KloAl
32 BIT version is actual!! :D This should fix all the problems! if you do have any more make sure you post them!

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Sat Apr 19, 2014 2:31 am
by KloAl
TaxiService wrote:Pretty cool! 8-) Any chance to see a unix executable version in the near future?
@a unix executable, all i have to do is once again grab my laptop, go to Ubuntu and recompile on Codeblocks on it so yea tomorrow*!


*Dates are not guaranteed

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Sat Apr 19, 2014 7:28 am
by stargateprovider
Thanks, it works now. Btw, will it be possible to create events soon as well?

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Sat Apr 19, 2014 4:03 pm
by KloAl
stargateprovider wrote:Thanks, it works now. Btw, will it be possible to create events soon as well?
I was hoping to try events after polishing weapons up a bit, now that it works what do you think of it?

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Sat Apr 19, 2014 5:38 pm
by InventorRaccoon
A few things you probably should change for when the text file is generated, so that it is like the vanilla FTL weapons.The weapon art and icon image go at the bottom of the blueprint, under the sounds, along with </weaponBlueprint>. That's it, and I will put a link to this in my thread, so that more people see this, because it's really good.

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Sat Apr 19, 2014 5:51 pm
by KloAl
InventorRaccoon wrote:A few things you probably should change for when the text file is generated, so that it is like the vanilla FTL weapons.The weapon art and icon image go at the bottom of the blueprint, under the sounds, along with </weaponBlueprint>. That's it, and I will put a link to this in my thread, so that more people see this, because it's really good.
Thanks! and also i don't think the order of tags is really that important, there order is mostly like it is because of how i coded it, the more complex "list" like tags for the sounds at the bottom and all the simple stuff before it.

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Sun Apr 20, 2014 8:10 am
by stargateprovider
KloAl wrote:
stargateprovider wrote:Thanks, it works now. Btw, will it be possible to create events soon as well?
I was hoping to try events after polishing weapons up a bit, now that it works what do you think of it?
It's nice, I made a Hitler Bomb weapon :D

Re: [NEW][TOOL][WIP] KloAl's FTLAutoMod of greatness

Posted: Sun Apr 20, 2014 3:16 pm
by KloAl
stargateprovider wrote: It's nice, I made a Hitler Bomb weapon :D
Well OK then...should update and fix the 64bit version problem, and add AE tags here in a bit.