Page 60 of 127
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Fri Jul 03, 2015 8:28 pm
by LehGogh
Thanks; it works now (mostly).
What is the argument for <fleet> that makes ships from both sides appear? Also, where in the event should the <fleet> tag go? It didn't appear when I put it at the end of an event.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Fri Jul 03, 2015 10:49 pm
by RAD-82
You have 3 choices:
<fleet>rebel</fleet>
<fleet>fed</fleet>
<fleet>battle</fleet>
I think you can get it on the first try.
Where does it go? I'd say in the first event of the beacon, when the player hasn't made any choices yet.
Code: Select all
<event name="{event name}">
<fleet>battle</fleet>
<text/>
<choice/>
</event>
<event name="{event name}">
<text/>
<fleet>battle</fleet>
<choice/>
</event>
<event name="{event name}">
<text/>
<choice/>
<fleet>battle</fleet>
</event>
Those are all the same.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sat Jul 04, 2015 12:55 am
by LehGogh
The problem I had is that when I had the <fleet> tag at the end of the event (after the choice), the Rebel fleet never appeared. Also, I thought that there was a thing for having both fleets at once, but it wasn't used in-game.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Thu Jul 09, 2015 5:29 pm
by Chrono Vortex
I just noticed some odd looking values for the flaks while sifting through the vanilla data files:
<drone_targetable>1</drone_targetable>
<flavorType>Physical Projectile Blast</flavorType>
I want too see if anyone else knows what these do or if they work before I start testing it myself.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Thu Jul 09, 2015 5:44 pm
by kartoFlane
<drone_targetable/> IIRC specifies which defense level drones can target this weapon, 1 means levels 1 & 2, 2 means only level 2. Not 100% sure, though.
<flavorType/> is just a weapon type name that get's displayed in the UI for flak weapons, so that instead of SHOTGUN, you see this.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Thu Jul 09, 2015 9:17 pm
by Crazybat
An idea came to me when I was working on my Akira class mod - if I were to attempt a more complete Star Trek mod, I'd want to have authentic Phasers - specifically the phaser "strips" that gather energy at two different points and then meet, firing out a beam. Unfortunately, the strip shapes on the Sovereign and Akira classes are different - I could certainly make unique weapons for each ship, but I'd prefer to create a singular weapon that can adapt to whatever ship it's equipped to - an animation to fit the Sovereign, one for the Akira, and a more FTL-esque cannon style image and animation for the Vanilla ships.
Is it possible to create such a weapon, that changes its images/animations depending on what ship it's equipped to?
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Thu Jul 09, 2015 9:59 pm
by kartoFlane
Nope. You'll need to create two variants of the same weapon.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Thu Jul 09, 2015 10:21 pm
by Crazybat
D-pressing.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Jul 12, 2015 7:31 pm
by Crazybat
Alright, this is getting on my nerves. I'm trying to create custom weapons, and to do that, I need to compile .ftl files. All the guides I see say to simply compress to .zip and then change the file extension to .ftl. I've done that, and nothing changes, nothing in the file structure, nothing in the resources whenever I use SMM to patch it in...really confused as to what I'm doing wrong.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Mon Jul 13, 2015 12:04 am
by steamtex
Crazybat, could you describe what's going on a bit differently?
Do you mean that patching your altered .ftl files doesn't change anything from their previous versions?
If so, I'd just suggest renaming it, i.e. modnamev01.ftl > modnamev01.zip > modnamev02.ftl