Discuss and distribute tools and methods for modding. Moderator - Grognak
EarlRatliff1
Posts: 3 Joined: Sat Nov 18, 2017 5:12 pm
Post
by EarlRatliff1 » Mon Nov 20, 2017 1:32 pm
If I wanted to make a weapon whose game mechanic interactions are identical to that of a laser, but firing animation, projectile animation, and shield/hull impacts were identical to that of a beam, how would I go about that?
I've tried the following code, but it just makes very small extremely slow-moving projectiles.
This is the first modification I've tried.
Code: Select all
<weaponBlueprint name="BLAST_1">
<type>LASER</type>
<tip>tip_beam</tip>
<title>Blast Array</title>
<short>Blast</short>
<desc>Pierces weak shields.</desc>
<tooltip>Pierces weak shields.</tooltip>
<damage>1</damage>
<shots>2</shots>
<sp>1</sp>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<cooldown>10</cooldown>
<speed>3</speed>
<power>3</power>
<cost>20</cost>
<bp>2</bp>
<rarity>0</rarity>
<length>25</length>
<image>beam_contact</image>
<launchSounds>
<sound>beam1</sound>
<sound>beam1_2</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>beam_1</weaponArt>
<iconImage>beam</iconImage>
</weaponBlueprint>
Arfy
Posts: 206 Joined: Mon Apr 11, 2016 4:14 am
Post
by Arfy » Mon Nov 20, 2017 9:41 pm
Here.
Code: Select all
<weaponBlueprint name="BLAST_1">
<type>LASER</type>
<tip>tip_beam</tip>
<title>Blast Array</title>
<short>Blast</short>
<desc>Pierces weak shields.</desc>
<tooltip>Pierces weak shields.</tooltip>
<damage>1</damage>
<shots>2</shots>
<sp>1</sp>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<cooldown>10</cooldown>
<speed>3</speed> <!-- CHANGE THIS VALUE TO 60, DEFAULT LASER PROJECTILE SPEED -->
<power>3</power>
<cost>20</cost>
<bp>2</bp>
<rarity>0</rarity>
<length>25</length> <!-- REMOVE THIS TAG -->
<image>beam_contact</image> <!-- WEAPON PROJECTILE, CAN BE REPLACED WITH THE BASIC LASER'S PROJECTILE -->
<launchSounds>
<sound>beam1</sound>
<sound>beam1_2</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>beam_1</weaponArt>
</weaponBlueprint>
You might need to make your own weapon projectile for a real 'beam' effect.
Discord: ATLAS#9226
EarlRatliff1
Posts: 3 Joined: Sat Nov 18, 2017 5:12 pm
Post
by EarlRatliff1 » Tue Nov 21, 2017 11:03 pm
Much appreciated. I wouldn't know the first thing about making a projectile of my own, though.
Sleeper Service
Posts: 2275 Joined: Sun Mar 24, 2013 8:49 pm
Post
by Sleeper Service » Fri Nov 24, 2017 8:43 pm
EarlRatliff1 wrote: If I wanted to make a weapon whose game mechanic interactions are identical to that of a laser, but firing animation, projectile animation, and shield/hull impacts were identical to that of a beam, how would I go about that?
As far as conventional FTL modding is concerned, you can't do that. Weapons are either type LASER or BEAM, nothing inbetween. A beam can't fire individual projectiles, a laser can't have a real beam.