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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sun Sep 13, 2015 5:22 pm
by RAD-82
FederationScumX1999 wrote:How does one make an event appear properly in-game?
I don't know everything about what you've done, but I'll try and start with something simple.

I added it to the list under NEUTRAL_LANIUS

For this, I would use this code in dlcEvents_anaerobic.xml.append:

Code: Select all

<mod:findName type="eventList" name="NEUTRAL_LANIUS">
	<mod-append:event load="LANIUS_DESERTERS"/>
</mod:findName>
That should be sufficient to get it to appear in the Abandoned Sector.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sun Sep 13, 2015 7:28 pm
by WhiteWeasel
How do you make gifs of your weapons?

EDIT: NVM, I figured it out.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Sep 14, 2015 9:11 pm
by A Future Pilot
I'm currently working on my first mod, and have a couple questions:

1. Where is FINISH_BEACON called from? I'm currently using the crystal sector as a pre-start sector, and I need to modify its exit beacon.

That leads me into 2...

2. Is there anyway to make the player jump from the crystal sector into sector 1? I don't like the idea of my mod being one sector shorter than the base game (if there's not, is there any way to have the crystal sector operate in my custom way the first time through, and then like a normal sector the second time through?)

And finally...

3. What's the recommended way to edit the text of LAST_STAND_START with keeping maximum mod compatibility? (My goal is for this mod to work with CE and the polish kit...I'd really like to figure out a way to make it work with infinite mods too...but I guess that depends on whether or not there's a way to make my own sector separately...). So far, the only real way I can see to edit it is to clobber it completely, and I feel like there's gotta be a better way than that.


Also...instead of using the crystal sector, is there any way to make my own sector and then jump to it via an event? I figure that would probably have to happen to have compatibility with infinite mods, right?

Thanks!

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Sep 14, 2015 9:43 pm
by stylesrj
1. Where is FINISH_BEACON called from? I'm currently using the crystal sector as a pre-start sector, and I need to modify its exit beacon.

That leads me into 2...

2. Is there anyway to make the player jump from the crystal sector into sector 1? I don't like the idea of my mod being one sector shorter than the base game (if there's not, is there any way to have the crystal sector operate in my custom way the first time through, and then like a normal sector the second time through?)
I don't think it's possible to make a pre-start sector. You always start in Sector 1 and it's a Civilian Sector.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Sep 15, 2015 1:21 am
by TaxiService
@Future Pilot: As far as i know:

1. FINISH_BEACON is called from any and every exit beacon event. If i recall correctly it's an eventList that contains some generic events. I haven't found a way to set up a specific event for the exit beacon of a sector.

2. I doubt it. The only way to jump to a sector with events is by using the <secretSector/> element. It jumps you to a sector called "CRYSTAL_HOME". It doesn't count as an additional sector, instead its exit advances you to the next one.
Basically: if you're in sector 1 and jump to the crystal sector, when you reach its exit you'll be transported to any of the available sector 2's.

The first sector in a game will be the one defined in the STANDARD_SPACE sectorDescription tag found in sector_data.xml.
This sector is also used whenever the game tries to load a missing or faulty sector. You can modify the first sector by STANDARD_SPACE to your liking, but the name of the first sector of a game will always be "Civilian sector". It seems to be hardcoded.

3. I dunno. ¯\_( ·_· )_/¯


maybe... just maybe... you could define a sector 2, though.

I mean, if you do this:
- rename the original FINISH_BEACON eventList to else, let's say OLD_FINISH
- make a new empty eventList called FINISH_BEACON
- put this child element in it: <event load="OLD_FINISH"/>
- now make the exit event that you want and give it a name, let's say "HOLY_BALLS"
- put this attribute in your event: unique="true"
- put like 20 of these child elements in the FINISH_BEACON list: <event load="HOLY_BALLS"/>

What should happen is that the game draws HOLY_BALLS first, then it doesn't draw it anymore because it's unique! Since all the options but one lead to HOLY_BALLS, the game will only be able to draw from that one, and in this case it's the old eventlist. This cannot not work!!! :lol:

I've once tried to do this same thing even with one HOLY_BALLS and one OLD_FINISH, and the game seemed to always draw the unique option first..! (translation: i'm a stupid primate that can't understand chaos theory. OOHK OOK OOOHHK!!)

But yeah, the point is: if HOLY_BALLS sends you to CRYSTAL_HOME, and you set up STANDARD_SPACE, you can basically define what sector 1 and 2 will be! ...prob'ly!

This will remove the crystal sector though, so you should probably remove some vanilla events or something. >_>

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Sep 15, 2015 1:51 am
by A Future Pilot
That's a good idea! I think I'm gonna leave the crystal sector alone though for compatibility with infinite mods and such.

Here's the thread for the mod I'm working on: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=28658

So my next couple questions:

1. Is there some way to adjust the likelyhood of different weapons/systems in the stores I created? Is there a way I could do it in such a way that if mod weapons are enabled their likelyhood makes sense as well? (Also, if I increase the likelyhood of say, the sensors, will it still not show up if you already have one?)

2. How can I remove the tips from the start beacon?

Thanks!

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Sep 15, 2015 1:59 am
by RAD-82
TaxiService wrote:I mean, if you do this:
- rename the original FINISH_BEACON eventList to else, let's say OLD_FINISH
- make a new empty eventList called FINISH_BEACON
- put this child element in it: <event load="OLD_FINISH"/>
- now make the exit event that you want and give it a name, let's say "HOLY_BALLS"
- put this attribute in your event: unique="true"
- put like 20 of these child elements in the FINISH_BEACON list: <event load="HOLY_BALLS"/>

What should happen is that the game draws HOLY_BALLS first, then it doesn't draw it anymore because it's unique! Since all the options but one lead to HOLY_BALLS, the game will only be able to draw from that one, and in this case it's the old eventlist. This cannot not work!!!
The unique="true" attribute only applies to a single sector, not the whole game. Every FINISH_BEACON will be able to call that event.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Sep 15, 2015 2:04 am
by RAD-82
A Future Pilot wrote:2. How can I remove the tips from the start beacon?
In the file newEvents.xml, there is a textList with the name of TIPS_LIST_PC. It contains the tips from the start beacon.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Sep 15, 2015 8:04 am
by TaxiService
RAD-82 wrote:The unique="true" attribute only applies to a single sector, not the whole game. Every FINISH_BEACON will be able to call that event.
Aww, no way man!! : ( that's sad as fuck! And I thought i had it all figured out..! lol

Anyway @Future Pilot: you should probably check out MTE2. Both for its code and because it might be especially useful to you. >_>

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Sep 15, 2015 12:32 pm
by WhiteWeasel
TaxiService wrote:-snip-
Hey you are good at spriting. I'm looking to make my first ship sprite and I'm using GIMP. Is there a tool that I can use where I can select two points and it'll trace a line between them so I don't have to freehand the whole thing?