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Making a new mod....

Posted: Mon Apr 29, 2013 6:14 pm
by Ora_unit_SR388
Hi,

Still working on one of my mods, and I have encountered a different problem. I the custom textures I made will not load.

Blueprints.xml.append

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<weaponBlueprint name="A_G_B">
	<type>BEAM</type>
	<title>Advanced Tech Glaive Beam</title>
	<short>ATGB</short>
	<desc>One of the most powerful weapons of war ever created. Known to take out some ships in a single blast.  Lowered power cost, more damage, and fire. Awsome</desc>
	<tooltip>Large beam that does 3 damage per room.</tooltip>
	<!--<desc>Power Req: 4    A very powerful beam weapon that cuts through ships like butter.   Deals 5 damage per room.</desc>-->
	<damage>5</damage>
	<sp>0</sp>
	<fireChance>10</fireChance>
	<breachChance>10</breachChance>
	<cooldown>25</cooldown>
	<power>1</power>
	<cost>600</cost>
	<bp>12</bp>
	<rarity>9</rarity>
	<length>90</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>P_beam</weaponArt> 
</weaponBlueprint>

<weaponBlueprint name="ION_RAIL">
	<type>LASER</type>
	<title>Advanced Ion Railgun System</title>
	<short>AIRS</short>
	<locked>1</locked>
	<desc>An advanced Rail gun with a long cooldown, and a devistating ion barrage. Small breach chance.</desc>
	<tooltip>Fires ten ionized blast that does 1 ion damage. Can hit and disable shields as well as systems.</tooltip>
	<damage>0</damage>
	<ion>1</ion>
	<speed>30</speed>
	<shots>10</shots>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>5</breachChance>
	<cooldown>20</cooldown>
	<power>1</power>
	<cost>600</cost>
	<bp>3</bp>
	<rarity>10</rarity>
	<image>ion_1_shot</image>
	<explosion>explosion_small_ion</explosion>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>ionHit1</sound>
		<sound>ionHit2</sound>
		<sound>ionHit3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>ionShields1</sound>
		<sound>ionShields2</sound>
		<sound>ionShields3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>P_ion</weaponArt> 
</weaponBlueprint>

<shipBlueprint name="PLAYER_SHIP_STEALTH" layout="Winraker" img="Winraker">
	<class>Advanced enji assult ship</class>
	<name>The Winraker</name>
	<desc>The last of the assult ships from the old war, this battle cruiser this the most powerful of its kind, and the last.</desc>
	<systemList>
		<engines power="8" room="6" start="true" img="room_engines">
			<slot>
				<direction>down</direction>
				<number>2</number>
			</slot>
		</engines>
		<artillery power="4" room="9" start="true"/>
		<weapons power="4" room="14" start="true" img="room_weapons">
			<slot>
				<direction>up</direction>
				<number>1</number>
			</slot>
		</weapons>
		<teleporter power="1" room="1" start="false"/>
		<shields power="8" room="11" start="true" img="room_shields">
			<slot>
				<direction>left</direction>
				<number>0</number>
			</slot>
		</shields>
		<pilot power="3" room="13" start="true" img="room_pilot">
			<slot>
				<direction>right</direction>
				<number>0</number>
			</slot>
		</pilot>
		<oxygen power="1" room="5" start="true" img="room_oxygen"/>
		<sensors power="1" room="0" start="true" img="room_sensors"/>
		<cloaking power="3" room="4" start="true" img="room_cloaking"/>
		<drones power="3" room="3" start="false" img="room_drones"/>
		<medbay power="3" room="7" start="true" img="room_medbay">
			<slot>
				<number>-2</number>
			</slot>
		</medbay>
		<doors power="3" room="15" start="true" img="room_doors"/>
	</systemList>
	<weaponSlots>4</weaponSlots>
	<droneSlots>2</droneSlots>
	<weaponList count="4" missiles="5">
		<weapon name="ION_RAIL"/>
		<weapon name="ION_RAIL"/>
		<weapon name="A_G_B"/>
		<weapon name="A_G_B"/>
	</weaponList>
	<droneList count="0" drones="0">
		<drone name="DEFENSE_2"/>
	</droneList>
	<health amount="50"/>
	<maxPower amount="40"/>
	<crewCount amount="3" class="engi"/>
	<crewCount amount="2" class="crystal"/>
	<crewCount amount="2" class="mantis"/>
	<crewCount amount="1" class="human"/>
	<aug name="NANO_MEDBAY"/>
	<aug name="ENERGY_SHIELD"/>
	<aug name="WEAPON_PREIGNITE"/>
	<shieldImage>crystal_cruiser</shieldImage>
</shipBlueprint>
Animations.xml.append

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<animSheet name="ION_RAIL" w="240" h="50" fw="30" fh="50">weapons/P_ion_strip10.png</animSheet>
<animSheet name="A_G_B" w="330" h="75" fw="33" fh="75">weapons/P_beam_strip10.png</animSheet>

Re: Making a new mod....

Posted: Mon Apr 29, 2013 9:20 pm
by KloAl
Hopefully this will help
(this is a bit of code from my mod im working on)

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<weaponBlueprint name="iond_1">
	<type>BEAM</type>
	<title>Ionic Destabilization Beam</title>
	<short>Ion beam</short>
	<desc>Ionic beams are common in boarding class vessels.</desc>
	<tooltip>no damage, 1 ion damage, fast reload, perices no shields.</tooltip>
	<damage>0</damage>
	<ion>1</ion>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>1</cooldown>
	<speed>10</speed>
	<power>4</power>
	<cost>270</cost>
	<bp>2</bp>
	<rarity>0</rarity>
	<image>beam_contact</image>
	<length>1</length>
	<launchSounds>
		<sound>ion_noise1</sound>
	</launchSounds>
	<weaponArt>ion_beam1</weaponArt> 
</weaponBlueprint>
^thats the blueprint

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<animSheet name="ion_beam1" w="192" h="33" fw="24" fh="33">weapons/ionbeam_1.png</ion_beam1>
<weaponAnim name="ion_beam1">
	<sheet>ion_beam1</sheet>
	<desc length="8" x="0" y="0"/>
	<chargedFrame>1</chargedFrame>
	<fireFrame>2</fireFrame>
	<firePoint  x="16" y="9"/>
	<mountPoint x="5" y="24"/>
	<chargeImage>weapons/beam_1_glow.png</chargeImage>
</weaponAnim>
^and thats the animation.xml

you see you have to make not only a sheet but an actual animation (weird but necessary)

Re: Making a new mod....

Posted: Tue Apr 30, 2013 11:23 am
by Metzelmax
in your anim sheet the weapon is called : <animSheet name="ION_RAIL"
But in the Weaponblueprint you want to load: <weaponArt>P_ion</weaponArt>

It should be called the same