TeamEXAngus wrote:I can't seem to get it working! Anyone know what could be going wrong?
File
(Mod Name)/data/blueprints.xml
You need to name blueprints.xml as blueprints.xml.append.
TeamEXAngus wrote:I can't seem to get it working! Anyone know what could be going wrong?
File
(Mod Name)/data/blueprints.xml
Arfy wrote:TeamEXAngus wrote:I can't seem to get it working! Anyone know what could be going wrong?
File
(Mod Name)/data/blueprints.xml
You need to name blueprints.xml as blueprints.xml.append.
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<weaponBlueprint name="MASS_DRIVER">
<type>MISSILE</type>
<title>Mass Driver Cannon</title>
<short>Mass Driver</short>
<tip>tip_beams</tip>
<desc>This weapon fires an explosive ball surrounded with Plasma.</desc>
<tooltip id="weapon_BEAM_3_tooltip" />
<damage>4</damage>
<sp>5</sp>
<speed>10</speed>
<missiles>1</missiles>
<fireChance>0</fireChance>
<breachChance>10</breachChance>
<cooldown>25</cooldown>
<power>4</power>
<cost>150</cost>
<bp>12</bp>
<rarity>5</rarity>
<explosion>explosion_random</explosion>
<image>missile_hull</image>
<launchSounds>
<sound>smallExplosion</sound>
</launchSounds>
<weaponArt>beam_3</weaponArt>
<iconImage>missile</iconImage>
</weaponBlueprint>
TeamEXAngus wrote:anyone know what's wrong with this? It won't work.
TeamEXAngus wrote:Code: Select all
...
<type>MISSILE</type>
...
mr_easy_money wrote:TeamEXAngus wrote:anyone know what's wrong with this? It won't work.
here is your problem:TeamEXAngus wrote:Code: Select all
...
<type>MISSILE</type>
...
"MISSILE" is not a possible value for the 'type' stat -- it needs to be "MISSILES", one of the 5 weapon types the game will recognize (the other ones being: BEAM, LASER, BOMB, and BURST).
TeamEXAngus wrote:Now the game crashes when I fire it. Any ideas why?
mr_easy_money wrote:TeamEXAngus wrote:Now the game crashes when I fire it. Any ideas why?
oh in my haste, I didn't see something essential -- the weapon is missing a <shots> stat. I've had this 'weapon crashes when trying to fire' problem before and this was exactly the problem. no <shots> specified and the game doesn't know what you mean by firing the weapon -- what is there to fire?
in case of confusion, the <missiles> tag specifies how many missiles (the resource) the weapon uses per shot, not how many missiles are fired.
also, you should add <hitShipSounds>, <hitShieldSounds> and <missSounds>, for what happens in those cases. otherwise, the weapon will only make noise when it fires -- nothing when it hits its target or misses.
Dont simply pack your my_weapon folder directly or else you have the worng structure within the package. GMM needs to have the files in the right directory and a my_weapon directory he will ignore rendering your entire work useless.
Kacpo wrote:Hey, thanks for help.
Kacpo wrote:1st: How to change the colour of the BEAM
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<weaponBlueprint name="BEAM_BIO">
<type>BEAM</type>
...
<color> <!-- Color only works for beams -->
<r>255</r>
<g>110</g>
<b>0</b>
</color>
...
</weaponBlueprint>
Kacpo wrote:how to change the LASER projectile. I found the originals in unpacked files, and I can make my own models, but I don't know how to put them into the mod then.
Kacpo wrote:Should I create another file in my_weapon/img?
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<weaponBlueprint name="LASER_BURST_1"> <!-- 1 shot 1power-->
<type>LASER</type>
...
<image>laser_light1</image>
...
</weaponBlueprint>
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<animSheet name="laser_light1" w="200" h="20" fw="50" fh="20">weapons/laser_light_strip4.png</animSheet>
<anim name="laser_light1">
<sheet>laser_light1</sheet>
<desc length="4" x="0" y="0"/>
<time>0.5</time>
</anim>
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<animSheet name="laser_light1_red" w="200" h="20" fw="50" fh="20">weapons/laser_light_strip4_red.png</animSheet>
<anim name="laser_light1_red">
<sheet>laser_light1_red</sheet>
<desc length="4" x="0" y="0"/>
<time>0.5</time>
</anim>
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<weaponBlueprint name="LASER_BURST_1_EVIL">
<type>LASER</type>
...
<image>laser_light1_red</image>
...
</weaponBlueprint>
Kacpo wrote:2nd thing:
While I know how to pack a file into an .ftl file, I noticed that guide states:Dont simply pack your my_weapon folder directly or else you have the worng structure within the package. GMM needs to have the files in the right directory and a my_weapon directory he will ignore rendering your entire work useless.
so, how should I do this? Pack these two into seperate .ftl files and thne put them together into My_weapon folder, AND THEN add it as a mod?
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my_weapon -> data
-> img
-> mod-appendix
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<animSheet name="rod" w="50" h="10" fw="50" fh="10">weapons/rod.png</animSheet>
<weaponAnim name="railgun">
<sheet>railgun</sheet>
<desc length="11" x="0" y="0"/>
<chargedFrame>7</chargedFrame>
<fireFrame>11</fireFrame>
<firePoint x="15" y="22"/>
<mountPoint x="2" y="65"/>
</weaponAnim>