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Weapon-modding question

Posted: Sun Jul 20, 2014 3:46 am
by NarnKar
I've been fiddling around with weapon modding, trying to learn the code, and I've got a bit of a problem.

The weapon I've designed is a Super Vulcan--fires three shots, and each volley reduces its cooldown by 4 seconds. It starts with a 25-second cooldown, and charges up to six times, so its final cooldown is just one second. To compensate for the OP-ness of this weapon, I've given it a six power bar requirement.

It fires as expected, but for some reason, the images fail to show up. But I copied all the image code from the Chain Vulcan, so I don't quite know what I'm doing wrong.

Here's the code:

The Blueprint:

Code: Select all

<weaponBlueprint name="SUPER_VULCAN">
	<type>LASER</type>
	<title>Battleship Vulcan</title>
	<short>Super Vulcan</short>
	<desc>Back when super-sized battleships were in style, this weapon was seen frequently. This one has been retrofitted for a modern cruiser, but is still power-hungry..</desc>
	<tooltip>6 Power. 1 damage per shot, 3 shots per volley.</tooltip>
	<damage>1</damage>
	<ion>0</ion>
	<shots>3</shots>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>25</cooldown>
	<power>6</power>
	<cost>225</cost>
	<bp>2</bp> <!--what is this. biodamage?-->
	<rarity>5</rarity>
	<image>laser_light1</image> <!--what the bullet is-->
	<boost>
		<type>cooldown</type>
		<amount>4</amount>
		<count>6</count>
	</boost>
	<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>super_vulcan</weaponArt> 
	<iconImage>super_vulcan_charge</iconImage>
</weaponBlueprint>
The animations:

Code: Select all

<animSheet name="super_vulcan_charge" w="160" h="67" fw="32" fh="67">weapons/super_vulcan_chargeglow_strip5.png</animSheet>
<anim name="super_vulcan">
	<sheet>super_vulcan</sheet>
	<desc length="4" x="0" y="0"/>
	<time>1.0</time>
</anim>

<animSheet name="super_vulcan" w="320" h="67" fw="32" fh="67">weapons/super_vulcan_strip10.png</animSheet>
<weaponAnim name="super_vulcan">
	<sheet>super_vulcan</sheet>
	<desc length="10" x="0" y="0"/>
	<chargedFrame>4</chargedFrame>
	<fireFrame>5</fireFrame>
	<firePoint  x="18" y="23"/>
	<mountPoint x="4" y="49"/>
	<boost>super_vulcan</boost>
</weaponAnim>
The images themselves:
super_vulcan.png
Image

super_vulcan_chargeglow_strip5.png
Image

Re: Weapon-modding question

Posted: Sun Jul 20, 2014 4:57 am
by RAD-82
You definitely have issues with your animations.

You posted a picture and called it super_vulcan.png. The animation data is looking for a file called super_vulcan_strip10.png.

There is also problems with the boost image. It isn't using your super_vulcan_chargeglow_strip5.png, which is a copy of chainlaser_2_chargeglow_strip5.png, which was designed for 5 charges. You need a new image designed for 6 charges, then fix the <animSheet> and <anim> for it.

Animation code would probably look like this once you have a new image for the boost:

Code: Select all

<animSheet name="super_vulcan_charge" w="192" h="67" fw="32" fh="67">weapons/super_vulcan_chargeglow_strip6.png</animSheet>
<anim name="super_vulcan_charge">
   <sheet>super_vulcan_charge</sheet>
   <desc length="6" x="0" y="0"/>
   <time>1.0</time>
</anim>

<animSheet name="super_vulcan" w="320" h="67" fw="32" fh="67">weapons/super_vulcan_strip10.png</animSheet>
<weaponAnim name="super_vulcan">
   <sheet>super_vulcan</sheet>
   <desc length="10" x="0" y="0"/>
   <chargedFrame>4</chargedFrame>
   <fireFrame>5</fireFrame>
   <firePoint  x="18" y="23"/>
   <mountPoint x="4" y="49"/>
   <boost>super_vulcan_charge</boost>
</weaponAnim>
Sidenote: On your blueprint, the <iconImage> is an iPad graphic. You probably don't need that. Just mentioning it because you misused the tag.