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Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 6:31 pm
by ikachan
Hi so I just got into modding ftl yesterday and I was making a weapon based off the swarm missile weapon and I've been having trouble trying to change the image of the missiles that it fires. The image name is "missile_burst.png" and I can just replace it with an image that shares that same name and that works but then the original swarm weapon will also fire the new image. I tried making a different image with a different name but it didn't work. Does anyone know how it's done?
I could provide the ftl file of my mod if that helps.
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 9:10 pm
by stylesrj
You need to also create the animation sheet in an animations.xml.append file. Look at how the missile files are created in animations.xml, copy that and change some names around; and also make sure to alter the numbers if your image is bigger/smaller than the previous weapon image.
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 9:35 pm
by ikachan
Hmm, I did try to add it in the animations folder though perhaps I did something wrong. I'll upload it to google drive maybe someone can see the issue.
https://drive.google.com/file/d/1W8a34q ... sp=sharing
I made the weapons overwrite the 2 weapons that the kestral A start with just so I can test them. When I've got them working nicely I'll clean up all the random things and add some more sounds
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 9:58 pm
by stylesrj
Post the lines you added in animations.xml here. I don't have access to FTL right now but I think I can find out what happened
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 10:08 pm
by ikachan
I've got 2 weapons there, the ak47 is the one that I can't change the missile image without changing it for everything
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<weaponBlueprint name="LASER_BURST_3">
<type>BURST</type>
<flavorType>Charge Blast Missile</flavorType>
<drone_targetable>1</drone_targetable>
<title>Swarm Missiles</title>
<tip>tip_charge</tip>
<short>Swarm</short>
<desc>If given time to prepare, the 'Swarm' launcher can replicate multiple warheads.</desc>
<tooltip>Charges up to 3 shield-piercing missiles. However it always uses only one missile resource.</tooltip>
<radius>65</radius>
<damage>1</damage>
<shots>6</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>1</breachChance>
<drone_targetable>1</drone_targetable>
<cooldown>7</cooldown>
<power>4</power>
<cost>65</cost>
<bp>10</bp>
<speed>45</speed>
<rarity>4</rarity>
<explosion>explosion_random</explosion>
<projectiles>
<projectile count="1" fake="false">missile_burst</projectile>
</projectiles>
<image>laser_light1</image>
<launchSounds>
<sound>handgun1</sound>
<sound>handgun2</sound>
<sound>handgun3</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>ak47</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="MISSILES_2_PLAYER">
<type>LASER</type>
<title>Defense Laser Mark I</title>
<short>Basic Laser</short>
<desc>Very weak laser.</desc>
<tooltip>Only one shot, one damage per shot.</tooltip>
<damage>0</damage>
<shots>3</shots>
<sp>1</sp>
<fireChance>10</fireChance>
<breachChance>0</breachChance>
<cooldown>4</cooldown>
<power>1</power>
<cost>20</cost>
<bp>2</bp>
<rarity>0</rarity>
<image>laser_light1</image>
<launchSounds>
<sound>handgun1</sound>
<sound>handgun2</sound>
<sound>handgun3</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>
Code: Select all
<animSheet name="ak47" w="328" h="203" fw="65" fh="203">weapons/AK47.png</animSheet>
<weaponAnim name="ak47">
<sheet>ak47</sheet>
<desc length="5" x="0" y="0"/>
<chargedFrame>1</chargedFrame>
<fireFrame>2</fireFrame>
<firePoint x="55" y="5"/>
<mountPoint x="5" y="44"/>
</weaponAnim>
<animSheet name="laser_light1" w="200" h="20" fw="50" fh="20">weapons/gun_bullet1.png</animSheet>
<anim name="laser_light1">
<sheet>laser_light1</sheet>
<desc length="4" x="0" y="0"/>
<time>0.5</time>
</anim>
<animSheet name="laser_burst_1" w="409" h="129" fw="81" fh="129">weapons/guns.png</animSheet>
<weaponAnim name="laser_burst_1">
<sheet>laser_burst_1</sheet>
<desc length="5" x="0" y="0"/>
<chargedFrame>1</chargedFrame>
<fireFrame>2</fireFrame>
<firePoint x="80" y="0"/>
<mountPoint x="2" y="44"/>
</weaponAnim>
<animSheet name="laser_light1" w="200" h="20" fw="50" fh="20">weapons/gun_bullet1.png</animSheet>
<anim name="laser_light1">
<sheet>laser_light1</sheet>
<desc length="4" x="0" y="0"/>
<time>0.5</time>
</anim>
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 10:21 pm
by ikachan
I was wondering if it had something to do with this tag in the blueprint section because I check the unaltered data for the swarm weapon and the missile image was called "missile_burst.png" and that was the only place that I saw that image referenced
Code: Select all
<projectiles>
<projectile count="1" fake="false">missile_burst</projectile>
</projectiles>
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 10:21 pm
by stylesrj
Why is the AK-47 called "Laser Burst 3?"
Because I believe that's the Burst Laser Mk.III
Same for the laser weapon. That's the Artemis Missile you're replacing. I think the game might be confusing your animation sheets for existing ones?
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 10:29 pm
by stylesrj
Also, maybe it is the missile_burst you need to fix up. Make a sheet for the missile projectile in question and use that for your custom projectile.
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 10:33 pm
by ikachan
ok I'll give that a try. Also the reason I called them the burst 3 and artemis 1 was so that they would overwrite the starting weapons of the Kestral A so I could test them.
Re: Remodeling swarm missiles' missiles
Posted: Wed Dec 06, 2017 10:37 pm
by stylesrj
When testing custom weapons, you should create the custom weapons separately and then add them to the ship's blueprint rather than replacing existing weapons. It also makes cleanup easier.