Auron1 wrote:kestrelfan wrote:ce on my cpu is broken
You may want to provide further details in the dedicated topic.
i have :/
Auron1 wrote:kestrelfan wrote:ce on my cpu is broken
You may want to provide further details in the dedicated topic.
Auron1 wrote:I am building an Ion beam (yes, for science!), but I was wondering one thing about the animations. Using the "Pike Beam" as general ref., FTL beam weapons charge with their related glow.png becoming brighter every second → when they are at 100% FTL switches to the 2 second frame, the ready-to-fire image (the first frame is the weapon w/o power).
Is such behavior mandatory for all beams?
I mean, can I add a charging animation like lasers or am I forced to stick with the glow.png? Thanks
RAD-82 wrote:Auron1 wrote:I am building an Ion beam (yes, for science!), but I was wondering one thing about the animations. Using the "Pike Beam" as general ref., FTL beam weapons charge with their related glow.png becoming brighter every second → when they are at 100% FTL switches to the 2 second frame, the ready-to-fire image (the first frame is the weapon w/o power).
Is such behavior mandatory for all beams?
I mean, can I add a charging animation like lasers or am I forced to stick with the glow.png? Thanks
No, you are not forced to use a glow.
If you want to see the power of an ion beam, check out my fleet. If you go down to the Jellybeam ship, you can find a link to a video by Biohazard063.
FTL doesn't play the same on every computer. When I developed that 1-length, 2-ion damage, 1-system damage, 1-shield-piercing beam seen in Biohazard's video, it would only hit shields twice on the computer I used, meaning it would only remove two layers of shields when I used it. When Biohazard uses it, you can see that it hits more than that, and will remove all shield layers from any ship. The continuous hits on shields is why the ion beam is considered overpowered.
stylesrj wrote:Someone needs to test it... for science!
Imagine an "Experimental Neural Stunner" of some sort that doesn't always work but when it does, it works hard. Might make for an interesting gimmick gun or ship strategy.
Auron1 wrote:Can anyone explain me how sounds and images work when writing the Blueprints.xml file?
With my previous laser I used in-game sounds, but for the new weapons I would like to use different ones. However, when checking FTL vanilla blueprints.xml and CE one, I noticed that often the sounds have strange names, apparently unrelated to the .ogg files.
Code: Select all
<!-- Flak weapon sound -->
<flak volume="10">weapons/bp_missile_large.ogg</flak>
Code: Select all
<flakImpact1 volume="10">dlc/AESFX_FlakImpact1.ogg</flakImpact1>
Ferociousfeind wrote:I don't know if this is a dumb question or not (or if I even should be posting here), but can you have an array of images as the my_weapon_strip.png, instead of just one long line? e.g.
1 - 2 - 3 - 4
5 - 6 - 7 - 8
9 -10-11-12
instead of
1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12
?
Arfy wrote:Ferociousfeind wrote:I don't know if this is a dumb question or not (or if I even should be posting here), but can you have an array of images as the my_weapon_strip.png, instead of just one long line? e.g.
1 - 2 - 3 - 4
5 - 6 - 7 - 8
9 -10-11-12
instead of
1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12
?
Hmm, nope -- has to be a line.