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Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sat Feb 28, 2015 5:12 pm
by NarnKar
Tooltips belong in...either tooltips.xml.append or misc.xml.rawappend, I can't remember which one it is at the moment. But they dont belong in the blueprints.
Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sat Feb 28, 2015 6:13 pm
by WhiteWeasel
NarnKar wrote:Tooltips belong in...either tooltips.xml.append or misc.xml.rawappend, I can't remember which one it is at the moment. But they dont belong in the blueprints.
I see. Now how do you make custom event's? I'd like to add some ideas of mine and have some of the more OP weapons as a reward in a rare quest.
Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sat Feb 28, 2015 6:30 pm
by NarnKar
WhiteWeasel wrote:
I see. Now how do you make custom event's? I'd like to add some ideas of mine and have some of the more OP weapons as a reward in a rare quest.
And now you've reached the end of my knowledge
I'd recommend extracting the game archives (although I think you already have), and just poking around some of the event files. Look for the Slug surrender, where they offer you the Anti-Bio Beam, for the actual syntax of "specific-weapon surrender".
I don't know which event file you'd append this code to, though. There's an events file for each sector type.
Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sat Feb 28, 2015 6:41 pm
by WhiteWeasel
Yeah I wish I got into my modding phase a year or two earlier, as things are kinda dead now.
Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sat Feb 28, 2015 6:49 pm
by NarnKar
You can ask one of the other regulars how to do it. Sleeper Service and RAD-82 are the main ones I know who are still active and know event code.
Speaking of advanced coding, do you plan on adding these weapons to enemies? In that case, I'd recommend looking at RAD-82's Weapon Pack, which handles that coding.
Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sun Mar 01, 2015 4:24 am
by NarnKar
WhiteWeasel wrote:I'm aware of that. I believe one normal damage deals 10 damage to crew so the missile technically does 160hp of crew damage.
15 damage to crew = 1 normal damage. So 16*15 = 240 damage, actually. The maximum HP unmodded crew can have is 180 (mind control boosted). If the Terminus Missile doesn't take 'em out, I don't know what will.

Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sun Mar 01, 2015 5:03 am
by WhiteWeasel
Uggghhhhh. Too many ideas. First weapons. then events, and now making ships... too much. I feel burnt out almost. I need a gameplan/checklist so I don't get sidetracked.
I should start by spriting my weapons first.
I was thinking I could do my railgun sprites in in a similar style to this railgun from space engineers.

Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sun Mar 01, 2015 10:06 am
by DinosaurDino
Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sun Mar 01, 2015 4:51 pm
by WhiteWeasel
Here is a new version. I omitted the default weapon changes so you have to happen upon them in a store, or use MTE.
Download v.05
Re: [WIP] MLAS Weapons pack! Railguns, Gemini lasers & More!
Posted: Sun Mar 01, 2015 5:35 pm
by DinosaurDino
WhiteWeasel wrote:
Here is a new version. I omitted the default weapon changes so you have to happen upon them in a store, or use MTE.
Download v.05
Thank you so much. You don't know how happy I am for that.