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Importing custom weapons into .ftl files

Posted: Fri Dec 06, 2013 7:00 pm
by Kierany9
So I've been messing around with custom weapons for a while now and I don't know how to convert the new blueprints file into an .ftl file. So yeah...any help?

Re: Importing custom weapons into .ftl files

Posted: Fri Dec 06, 2013 11:48 pm
by R4V3-0N
yet again, put this on the Questions and Inquiry thread, not in a new thread.

Okay, your weapons should have a...

data folder, img folder (unless you use vanilla), and audio folder (unless you use vanilla)

zip those 3 folders into a zip folder. you can do this with some programs like 7zip (free and easy to use if you get the hang of it) or WinZip or what ever.

but my PC has an option to 'create new zip folder' so I just went along with that.

Name the folder what ever you want it to call. eg "Kierany9's custom weapons" or "enhanced weapons" or what have you, then rename the extension ".zip" to a ".ftl"

Re: Importing custom weapons into .ftl files

Posted: Sat Dec 07, 2013 3:30 pm
by Kierany9
Of course. I forgot .ftl files are just renamed .zip/.rar files. Just one more question: when I make standalone weapons and add them onto vanilla ships(eg: Kestrel) they work fine, but when I use a modded ship and load both the weapon .ftl files and the ship .ftl files, neither load or the ship has bugged weapon slots.

Re: Importing custom weapons into .ftl files

Posted: Sat Dec 07, 2013 3:42 pm
by R4V3-0N
Just want to say something before I attempt to help again, apologies, I mistaken you for someone else I shall not mention who keeps making new threads for every question and/or idea that crosses his mind without searching or anything. Sorry.

I can't think of to many reasons of what could have happened.

Is the new modded ship comes with it's own weapons? or does it reference it's weapons from your stand alone mod?
because if it isn't the 2nd then it could be a possible conflict in names. But I am afraid I do not understand your last sentence.

"neither load or the ship has bugged weapon slots"

I think someone else can help you better because I am not that experienced in some reasons why things fail the way they do. But if I understand you right it's the weapons conflicting on the 2 mods ship and weapons. can you give me more details on the ship and maybe your weapons?

Re: Importing custom weapons into .ftl files

Posted: Sat Dec 07, 2013 5:49 pm
by Kierany9
The new modded ship doesn't come with custom weapons because said feature doesn't exist in Superluminal(or it does and I'm not seeing it). But when I convert the .ftl into .zip, add the weapons and then test it, neither the ship or weapons show up. And if I try both, then it shows a Kestrel with the Artemis, Burst Laser II and two nameless, powerless lasers.

Anyway, ION_TORPEDO and LASER_ASSAULT are the two weapons I'm trying to list, on the ship Y-Wing. I tried putting them all in the blueprints.xml.append file for the mod but it doesn't work, it just show up as vanilla FTL when I load the mod. The mod folders only contain the ship data and blueprints.xml.append in \data and the ship and Ion Torpedo art in \img Anyways, content of the blueprints.xml.append:

ION_TORPEDO(Proton Torpedo), LASER_ASSAULT(Assault Cannon) and the Y-Wing(Kestrel A replacement), which is the contents of blueprints.xml.append

Code: Select all

<weaponBlueprint name="ION_TORPEDO">
	<type>LASER</type>
	<title>Proton Torpedo</title>
	<short>Proton Torpedo</short>
	<locked>1</locked>
	<desc>Proton Torpedos deal heavy hull and ion damage at the cost of a missile.</desc>
	<tooltip>Fires a single blast that does 2 ion damage and 2 hull damage. Uses missiles.</tooltip>
	<damage>3</damage>
	<ion>2</ion>
	<missiles>1</missiles>
	<speed>65</speed>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>3</fireChance>
	<breachChance>0</breachChance>
	<cooldown>14</cooldown>
	<power>3</power>
	<cost>70</cost>
	<bp>3</bp>
	<rarity>3</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>ion_torpedo</weaponArt> 
</weaponBlueprint>


<weaponBlueprint name="LASER_ASSAULT">  <!-- 1 shot 1power-->
	<type>LASER</type>
	<title>Assault Laser Mark I</title>
	<short>Assault Cannon</short>
	<desc>Shield piercing laser that does heavy damage to systems.</desc>
	<tooltip>Only one shot, damages systems and crew.</tooltip>
	<damage>0</damage>
	<sysDamage>1</sysDamage>
	<persDamage>2</persDamage>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>0</fireChance>
	<breachChance>6</breachChance>
	<cooldown>8</cooldown>
	<speed>195</speed>
	<power>1</power>
	<cost>40</cost>
	<bp>2</bp>
	<rarity>0</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt> 
</weaponBlueprint>


<shipBlueprint name="PLAYER_SHIP_HARD" layout="Y-Wing Size" img="Y-Wing Size">
	<class>One Man Fighter</class>
	<name>Y-Wing</name>
	<desc>The Y-Wing is a bulkier, stronger version of the X-Wing, built for bombing runs. Armed with Proton Torpedoes to spare and a powerful Assault Cannon, the Y-Wing is armed to the teeth.</desc>
	<systemList>
		<pilot power="1" room="0" start="true" img="room_pilot">
			<slot>
				<direction>right</direction>
				<number>0</number>
			</slot>
		</pilot>
		<doors power="2" room="1" start="true" img="room_doors"/>
		<drones power="3" room="2" start="true" img="room_drones"/>
		<sensors power="1" room="3" start="false" img="room_sensors"/>
		<cloaking power="1" room="4" start="false" img="room_cloaking"/>
		<medbay power="1" room="5" start="true" img="room_medbay">
			<slot>
				<number>-2</number>
			</slot>
		</medbay>
		<oxygen power="1" room="6" start="true" img="room_oxygen"/>
		<engines power="1" room="7" start="true" img="room_engines"/>
		<weapons power="4" room="8" start="true" img="room_weapons">
			<slot>
				<direction>left</direction>
				<number>0</number>
			</slot>
		</weapons>
	</systemList>
	<weaponSlots>4</weaponSlots>
	<droneSlots>2</droneSlots>
	<weaponList count="2" missiles="16">
		<weapon name="LASER_ASSAULT"/>
		<weapon name="ION_TORPEDO"/>
	</weaponList>
	<droneList count="2" drones="16">
		<drone name="REPAIR"/>
		<drone name="SHIP_REPAIR"/>
	</droneList>
	<health amount="30"/>
	<maxPower amount="8"/>
	<crewCount amount="2" class="human"/>
	<aug name="AUTO_COOLDOWN"/>
	<aug name="AUTO_COOLDOWN"/>
</shipBlueprint>
EDIT: After loading some mod files with Superlumial I could actually add the weapons and load the ship in-game, but they come up as the bugged weapons mentioned before.

Re: Importing custom weapons into .ftl files

Posted: Sun Dec 08, 2013 12:38 am
by R4V3-0N
I can't think of to many things at the moment... Do you have the Animation sheets for the weapon?
Sorry, I'm not that experienced to know what's wrong because from what you showed me I see no problem.

Edit: when that bugged weapon comes out (the basic laser with no name, Brocken recharge, and will cause a crash if used) usually pops up when a weapon that does not exist (or is patched in) is referenced in the ship weapons or a typo. But we clearly see you got the weapon blueprints with it.

Re: Importing custom weapons into .ftl files

Posted: Sun Dec 08, 2013 10:55 am
by Kierany9
R4V3-0N wrote:I can't think of to many things at the moment... Do you have the Animation sheets for the weapon?
Sorry, I'm not that experienced to know what's wrong because from what you showed me I see no problem.

Edit: when that bugged weapon comes out (the basic laser with no name, Brocken recharge, and will cause a crash if used) usually pops up when a weapon that does not exist (or is patched in) is referenced in the ship weapons or a typo. But we clearly see you got the weapon blueprints with it.
Yeah, that is the buggy weapon I'm talking about. I don't have the animation.xml file for the Proton Torpedo(never made one, that might be a problem. I do have the animation sheets though) but the Assault Cannon uses Basic Laser graphics so it should work fine.

EDIT: Do you want the .ftl file to take a look? Because I have no idea why it's broke.

Re: Importing custom weapons into .ftl files

Posted: Sun Dec 08, 2013 11:13 am
by R4V3-0N
Sure, I'll give it a try.

Re: Importing custom weapons into .ftl files

Posted: Sun Dec 08, 2013 11:54 am
by Kierany9
Link: http://www.mediafire.com/download/16k8c ... ighter.ftl

On an unrelated note, I had to make the hull image out of a(heavily edited) picture of a lego set because there were no Y-Wing sprites anywhere...

Re: Importing custom weapons into .ftl files

Posted: Sun Dec 08, 2013 12:20 pm
by kartoFlane
Kierany9 wrote:I don't have the animation.xml file for the Proton Torpedo(never made one, that might be a problem. I do have the animation sheets though) but the Assault Cannon uses Basic Laser graphics so it should work fine.
Well, you don't need an animations.xml.append file if your weapns use the sprites and sheets already present in the original game. I don't think that's the problem.

The .ftl file looks fine... Other than the fact that it doesn't have the weapons' blueprints present, but the ship references them. But I guess they're present in another .ftl file, as you said (which means, by the way, that your ship will always crash if you try to load the ship.ftl without weapons.ftl)

Would you mind also uploading the weapons' file, and the "merged" file you tried to create? It's probably a mod order issue, or one file contains vanilla data that overrides previous changes.