I'd recommend you use a program that can display xml structure when editing the files. That will highlight such structure problems automatically and basically eliminate any chance of making any such errors. Gedit or Notepad+ can display xml structure for example.Giscard wrote:EDIT: just realised i left out '>' at the end of that line and also i had to change ” to "
Weapon Mod not working...
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Weapon Mod not working...
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- Posts: 26
- Joined: Sat Aug 02, 2014 7:08 am
Re: Weapon Mod not working...
Sleeper Service wrote:I'd recommend you use a program that can display xml structure when editing the files. That will highlight such structure problems automatically and basically eliminate any chance of making any such errors. Gedit or Notepad+ can display xml structure for example.Giscard wrote:EDIT: just realised i left out '>' at the end of that line and also i had to change ” to "
Appreciate the advice Sleeper Service, I do own Notepad++ and i didn't think of using it how u suggested.
However
Do you have a solution to this? I cannot find any errors in my code that could cause this.Giscard wrote:NOTE: This is the fixed file that is perfect except for the fact that the bullet animation and the launch sound do not work! Link: http://www.filedropper.com/proppercustomweaponv5
EDIT: I put in some more stuff that I think was needed for the bullet animation... no errors... but didn't make a difference (didn't add the bullet animation). Link: http://www.filedropper.com/proppercustomweaponv5v2
If u want a mod from me email me.
They are not compatible with AE btw
They are:
Maxed out your face! (This is a mod when all the starting ships are maxed, but so are the enemy ships!)
I also have a few extra ship layouts if you want!
They are not compatible with AE btw
They are:
Maxed out your face! (This is a mod when all the starting ships are maxed, but so are the enemy ships!)
I also have a few extra ship layouts if you want!
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Weapon Mod not working...
You're missing an anim tag for your bullet sheet:
Code: Select all
<anim name="bullet">
<sheet>bullet</sheet>
<desc length="4" x="0" y="0"/>
<time>1.0</time>
</anim>
Superluminal2 - a ship editor for FTL
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- Posts: 26
- Joined: Sat Aug 02, 2014 7:08 am
Re: Weapon Mod not working...
I made one exactly the same, and it didn't do anything. Maybe i will paste yours in and see what happens, also, what is the problem with the launch sound?kartoFlane wrote:You're missing an anim tag for your bullet sheet:
Code: Select all
<anim name="bullet"> <sheet>bullet</sheet> <desc length="4" x="0" y="0"/> <time>1.0</time> </anim>
If u want a mod from me email me.
They are not compatible with AE btw
They are:
Maxed out your face! (This is a mod when all the starting ships are maxed, but so are the enemy ships!)
I also have a few extra ship layouts if you want!
They are not compatible with AE btw
They are:
Maxed out your face! (This is a mod when all the starting ships are maxed, but so are the enemy ships!)
I also have a few extra ship layouts if you want!
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- Posts: 26
- Joined: Sat Aug 02, 2014 7:08 am
Re: Weapon Mod not working...
I tried lots of stuff for the custom weapon and it never fully worked.
Now I tried to edit some of the boost values for the chain vulcan, and the game has a flip attack everytime lol.
Now I tried to edit some of the boost values for the chain vulcan, and the game has a flip attack everytime lol.
If u want a mod from me email me.
They are not compatible with AE btw
They are:
Maxed out your face! (This is a mod when all the starting ships are maxed, but so are the enemy ships!)
I also have a few extra ship layouts if you want!
They are not compatible with AE btw
They are:
Maxed out your face! (This is a mod when all the starting ships are maxed, but so are the enemy ships!)
I also have a few extra ship layouts if you want!