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Re: [Modding]Creating your own weapons

Posted: Wed Sep 19, 2012 10:30 pm
by Amiths
AtillaBosma wrote:
Amiths wrote:And how to i add the weapons to AI fleet? I went to blueprints.xml but i could only find the layout of my own ships not AI ships. Thx!


The AI ships take their weapons from autoBlueprints.xml, not from Blueprints.xml.


Ohhh got it. :) Thx a lot Attila. ^^

Re: [Modding]Creating your own weapons

Posted: Thu Sep 20, 2012 4:46 am
by nemod
I'm having trouble with my custom images appearing, I triple checked and followed this tutorial to the T. I've added it to the default ship and it works fine but the image on the weapon bar doesn't show nor does it show an image when it fires.

Any ideas?

Re: [Modding]Creating your own weapons

Posted: Thu Sep 20, 2012 11:45 pm
by tellreded
So, literally every time I mod a weapon, It will give me an error, like either the runtime has terminated the program in an unusual way. plox halp? I tried multiple ways to repack it but nothing is working. I even tried the fed retreat mod and it worked fine.

Re: [Modding]Creating your own weapons

Posted: Fri Sep 21, 2012 3:04 am
by Cash at Folsom
Great writeup! I just used it to create a "nuke" weapon that is slow and resource-intensive, but does massive damage.

Just wanted to let you know of three errors that I found in your code:

First, in Part 1, when you instruct the user to change the projectile animations, you missed one entry:

Do the same as last time and change the code to:

Code: Select all

<animSheet name="missile_4" w="32" h="80" fw="32" fh="80">weapons/missile_4.png</animSheet>
<anim name="missile_4">
   <sheet>missile_1</sheet>
   <desc length="1" x="0" y="0"/>
   <time>1</time>
</anim>


The <sheet> entry, if left unchanged as it is above, did not properly replace the projectile in my tests. Switching it to "missile_4" [or whatever your custom projectile is named] worked for me.

Then, two minor details about your "before" code in Part 4:

___________________________________________
PART 4(EXTRA)
___________________________________________
Alright then, step 1!

Step 1: Look for the file called Blueprints.xml in the data.dat-unpacked folder
Look for this part in the code:


Your code already has the entry changed:

Code: Select all

   <weaponList count="2" missiles="8">
      <weapon name="MISSILES_4"/>
      <weapon name="LASER_BURST_3"/>
   </weaponList>


Shouldn't really affect following your guide, but it did confuse me initially.

Then, the next part:

Do you see this part:


has the wrong entry listed:

Code: Select all

   <weaponList count="2" missiles="8">
      <weapon name="MISSILES_1"/>
      <weapon name="LASER_BURST_3"/>


"MISSILES_1" should be "MISSILES_2_PLAYER"--again, doesn't affect the end result, but confusing.


Thanks so much for this guide. I'm really getting into FTL modding and you made it so much easier for me to do so!

Re: [Modding]Creating your own weapons

Posted: Fri Sep 21, 2012 6:23 am
by tellreded
is seriously nobody else getting this error?

Re: [Modding]Creating your own weapons

Posted: Fri Sep 21, 2012 8:50 am
by AtillaBosma
Cash at Folsom wrote:Great writeup! I just used it to create a "nuke" weapon that is slow and resource-intensive, but does massive damage.

Just wanted to let you know of three errors that I found in your code:

First, in Part 1, when you instruct the user to change the projectile animations, you missed one entry:

Do the same as last time and change the code to:

Code: Select all

<animSheet name="missile_4" w="32" h="80" fw="32" fh="80">weapons/missile_4.png</animSheet>
<anim name="missile_4">
   <sheet>missile_1</sheet>
   <desc length="1" x="0" y="0"/>
   <time>1</time>
</anim>


The <sheet> entry, if left unchanged as it is above, did not properly replace the projectile in my tests. Switching it to "missile_4" [or whatever your custom projectile is named] worked for me.

Then, two minor details about your "before" code in Part 4:

___________________________________________
PART 4(EXTRA)
___________________________________________
Alright then, step 1!

Step 1: Look for the file called Blueprints.xml in the data.dat-unpacked folder
Look for this part in the code:


Your code already has the entry changed:

Code: Select all

   <weaponList count="2" missiles="8">
      <weapon name="MISSILES_4"/>
      <weapon name="LASER_BURST_3"/>
   </weaponList>


Shouldn't really affect following your guide, but it did confuse me initially.

Then, the next part:

Do you see this part:


has the wrong entry listed:

Code: Select all

   <weaponList count="2" missiles="8">
      <weapon name="MISSILES_1"/>
      <weapon name="LASER_BURST_3"/>


"MISSILES_1" should be "MISSILES_2_PLAYER"--again, doesn't affect the end result, but confusing.


Thanks so much for this guide. I'm really getting into FTL modding and you made it so much easier for me to do so!

Ah, thanks a lot for finding those errors in the tutorial!
I'll quickly fix them, I'll also put your name in the OP.

Re: [Modding]Creating your own weapons

Posted: Fri Sep 21, 2012 10:38 am
by Alblaka
I've yet to figure out what BP is, as well...

A random theory, it could be botPriority, aka how AI assigns energy to the weapons in case it runs out of energy for all weapons. Just a wild guess though.

Re: [Modding]Creating your own weapons

Posted: Fri Sep 21, 2012 11:07 am
by Retro
Alblaka wrote:I've yet to figure out what BP is, as well...

A random theory, it could be botPriority, aka how AI assigns energy to the weapons in case it runs out of energy for all weapons. Just a wild guess though.


Sorry to go off topic but: Hi Alblaka, are you the same Alblaka from the minecraft mod IC2?

Re: [Modding]Creating your own weapons

Posted: Fri Sep 21, 2012 11:42 am
by AtillaBosma
Alblaka wrote:I've yet to figure out what BP is, as well...

A random theory, it could be botPriority, aka how AI assigns energy to the weapons in case it runs out of energy for all weapons. Just a wild guess though.

Yeah, we're gonna need someone to do some more research for that, because no one really knows what BP is.

Re: [Modding]Creating your own weapons

Posted: Fri Sep 21, 2012 12:31 pm
by Alblaka
Just noticed bp is present in crewBlueprints as well, thus it's either multi-functional or not related to weapon priority order.
Effectively, BluePrint itself would be the most common meaning of bp, but I still have no idea what it's used for.

@Retro: Jup.