zabing12 has some ideas.

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zabing12
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Joined: Fri Jul 18, 2014 5:35 pm

Re: zabing12 has some ideas.

Post by zabing12 »

Thanks, and sorry, it comes with the starting weapons only. I have added the full kestrel blueprint, but it doesn't seem to work.
zabing12
Posts: 63
Joined: Fri Jul 18, 2014 5:35 pm

Re: zabing12 has some ideas.

Post by zabing12 »

Thanks, and sorry, the kestrel starts with the starting weapons. I have added the full kestrel blueprint, but it doesn't show up in the place.

Also, when I did a scan on my mod, it said that 'this mod clobbers'.
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NarnKar
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Re: zabing12 has some ideas.

Post by NarnKar »

zabing12 wrote:Thanks, and sorry, the kestrel starts with the starting weapons. I have added the full kestrel blueprint, but it doesn't show up in the place.
Ah. What you'll want to do is, you'll want to scroll down to the <weaponList> tag, under the Kestrel's blueprints. You should see something like:

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<weaponList count="2" missiles="8">
		<weapon name="MISSILES_2_PLAYER" />
		<weapon name="LASER_BURST_3" />
Change count="2" to count="3", and add another line <weapon name="HYPERION_LASER" /> (or whatever your weapon is referred to in the blueprints). Your final code should be something like:

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<weaponList count="3" missiles="8">
		<weapon name="MISSILES_2_PLAYER" />
		<weapon name="LASER_BURST_3" />
		<weapon name="HYPERION_LASER" />
I have no idea why your mod clobbers, rather than appends. If it clobbers, it may be conflicting with a previous mod you've installed (another version of the Kestrel mod?) but I'm not too sure; you'd be better off asking one of the pros around here. In any case, it's not too big of a deal.
zabing12
Posts: 63
Joined: Fri Jul 18, 2014 5:35 pm

Re: zabing12 has some ideas.

Post by zabing12 »

http://www.mediafire.com/download/7yc1d ... +patch.ftl

Made a media fire, and here it is.


Narnkar, I have this.

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<weaponList count="2" missiles="8">
      <weapon name="MISSILES_2_PLAYER" />
      <weapon name="HYPERION_LASER"/>
I have confirmed it exists, but can't seem to get it on the ship.
EDIT
Using superluminal, I could not find the weapon, and could not load the mod. This may be a problem
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NarnKar
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Re: zabing12 has some ideas.

Post by NarnKar »

All right, so going in order...

"Kestrel starts with its default weapons": as far as I can tell, this shouldn't be happening. Perhaps it's because you zipped up "Hyperion_Laser" instead of the directories "data" and "img", which would lead to an InnerPath error...but aside from that, your blueprints look structurally sound.

As for your animations...there's a problem there. This is what it looks like now:

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<animSheet name="Hyperion_Laser" w="192" h="60" fw="16" fh="60">weapons/Hyperion_Laser_strip3.png</animSheet>
<weaponAnim name="Hyperion_Laser">
   <sheet>Hyperion_Laser</sheet>
   <desc length="12" x="0" y="0"/>
   <chargedFrame>2</chargedFrame>
   <fireFrame>3</fireFrame>
   <firePoint  x="10" y="16"/>
   <mountPoint x="2" y="44"/>
</weaponAnim>
Your Hyperion Laser image is actually 108 x 74, and so w="192" should be "108", and h="60" should be "74". w and h specify the image size.
Each frame of the Hyperion Laser is actually 36 x 74, so fw="16" should be "36" and fh="60" should be "74". fw and fh specify each frame's size.
desclength="12" should be ="3". This is because your weapon only has 3 frames.

A more correct animation code should look like this:

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<animSheet name="Hyperion_Laser" w="108" h="74" fw="36" fh="74">weapons/Hyperion_Laser_strip3.png</animSheet>
<weaponAnim name="Hyperion_Laser">
   <sheet>Hyperion_Laser</sheet>
   <desc length="3" x="0" y="0"/>
   <chargedFrame>2</chargedFrame>
   <fireFrame>3</fireFrame>
   <firePoint  x="10" y="16"/>
   <mountPoint x="2" y="44"/>
</weaponAnim>
But like I said earlier, an animation problem is usually indicated by a basic laser, and you're starting with the default weapons...let me patch the Hyperion Laser onto my game and see if there's any issues. I'll report back later with those details.

As one last note, I see an Effector in your Hyperion Laser's weapon art. The Effector isn't from the vanilla game, it's from Sleeper Service's Captain's Edition mod--and you should attribute the art accordingly.
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NarnKar
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Re: zabing12 has some ideas.

Post by NarnKar »

All right, I tested my version of the Hyperion Laser patch.

The blueprint shows up fine, but the animations don't work for me. I don't know why this is, because I'm pretty sure the code I posted is structurally sound...I'll come back to this later.
zabing12
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Re: zabing12 has some ideas.

Post by zabing12 »

Thanks, I'll fix that. I wanted to make a hyperion ship, and I would have shouted out to captain's edition then.
So, the hyperion laser shows up on the kestrel?
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NarnKar
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Re: zabing12 has some ideas.

Post by NarnKar »

Well, the Hyperion Laser shows up, but it uses the Basic Laser weapon animation, and no bullet comes out of the gun. It's a problem with the animations, but I really can't see the problem so far...

edit: WAIT NO I GOT SOMETHING.
In the blueprints...

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<weaponBlueprint name="HYPERION_LASER"> 
   <type>LASER</type>       
   <title>Hyperion laser</title>         
   <short>Hyperion Laser</short>                         
   <desc>A shield piercing laser.</desc>                         
   <tooltip>One shot, one damage per shot, pierces all shields.</tooltip>         
    ...                                   
   <image>Hyperion_Laser</image>
The <image> tag actually refers to the IMPACT of the gun, not the gun itself. Like, the beam hitmark, or a missile contact explosion. The <weaponArt> tag is what refers to the gun.

But the REALLY big problem is here:

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 <launchSounds>                                          
     <launchSounds>                                          
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
A misplaced <launchSounds> tag caused EVERYTHING underneath it, from hit ship sounds to the <weaponArt> tag itself, to be interpreted as "launch sounds". I've removed the extra tag, and let's see how it works...
Last edited by NarnKar on Sun Aug 03, 2014 10:39 pm, edited 1 time in total.
zabing12
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Joined: Fri Jul 18, 2014 5:35 pm

Re: zabing12 has some ideas.

Post by zabing12 »

So how do I fix that? Like add a hit image?
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NarnKar
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Re: zabing12 has some ideas.

Post by NarnKar »

I'm still fiddling with code...I'll refrain from posting until I've completely fixed the thing or given up, but I'm working on it r/n.
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