Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)
Posted: Fri Oct 05, 2012 9:53 pm
The editor can be anywhere, but you seem to be missing some of the files from the zip that it comes in
Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
If you look in the blueprints.xml file for the Federation Ship you'll see that the artillery is added via a <artillery power="1" room="6"/> tag. You can add this (in an empty room) and presumably add the arty beam to your ships. I haven't tried yet myself.suron wrote:How do you set up the beam the Fed Cruiser uses onto another ship? or is this even possible yet? if not, do you plan on putting this in?
For my custom Kestrel I just replaced the pilot declaration from FTLEdit with the one from the original ship:suron wrote:On a couple ships I edited (and ended up having to delete) sometimes the "manned" station on the bridge is in the wrong spot (mostly noticable on a 2-room left->right room..it'll be on the left most tile instead of the right one) Is there a way to fix this? and as above, if not are you adding a function to set where the interaction is?
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<pilot power="1" room="0" start="true" img="room_pilot">
<slot>
<direction>right</direction>
<number>0</number>
</slot>
</pilot>
I'm having this same problem and was wondering if anyone knows how to work around it? I've added <shieldImage> and <cloakimage> tags to the blueprint and also tried swapping around the img and layout in the <shipBluePrint> declaration, neither seemed to work. And yes, I re-packed after making the changes.suron wrote:Last Kestrel I edited the "shield" was smaller than the ship itself for some reason..any ideas why?
Hm... Can you post the latest version with the complete files? I downloaded the most recent one and it doesn't seem to like 64 bit windows 7. (i.e the CMD line that extracts the data.dat and resources.dat closes immediately.)Darkfrost wrote:The editor can be anywhere, but you seem to be missing some of the files from the zip that it comes in
I think I figured it out, I believe this is what was produced by FTLEdit for the shield tag:bobirov wrote:I'm having this same problem and was wondering if anyone knows how to work around it? I've added <shieldImage> and <cloakimage> tags to the blueprint and also tried swapping around the img and layout in the <shipBluePrint> declaration, neither seemed to work. And yes, I re-packed after making the changes.suron wrote:Last Kestrel I edited the "shield" was smaller than the ship itself for some reason..any ideas why?
Its not a major issue but it winds up leaving the cockpit and maybe a few other rooms outside of the protection of the shield.
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<shields power="2" room="5" start="true" img="room_pilot" />
Doh! Thanks, that'll be fixed in the next releasebobirov wrote: I think I figured it out, I believe this is what was produced by FTLEdit for the shield tag:When I changed the img="room_pilot" to img="room_shields" I think it fixed this particular issue.Code: Select all
<shields power="2" room="5" start="true" img="room_pilot" />
YMMV
I believe suron is referring to the shield image and not the shield system (i.e. room) image.bobirov wrote:I think I figured it out, I believe this is what was produced by FTLEdit for the shield tag:bobirov wrote:I'm having this same problem and was wondering if anyone knows how to work around it? I've added <shieldImage> and <cloakimage> tags to the blueprint and also tried swapping around the img and layout in the <shipBluePrint> declaration, neither seemed to work. And yes, I re-packed after making the changes.suron wrote:Last Kestrel I edited the "shield" was smaller than the ship itself for some reason..any ideas why?
Its not a major issue but it winds up leaving the cockpit and maybe a few other rooms outside of the protection of the shield.When I changed the img="room_pilot" to img="room_shields" I think it fixed this particular issue.Code: Select all
<shields power="2" room="5" start="true" img="room_pilot" />
YMMV
Code: Select all
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