The Santasprey - [SHIP CONCEPT] - Need help

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stylesrj
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Re: The Santasprey - [SHIP CONCEPT] - Need Ion Weapon Help

Postby stylesrj » Tue Dec 23, 2014 12:01 am

I can't get this gun to fire! I took the Chain Ion and made it yellow for a stun weapon of sorts. I skimped on pretty much every little glow in between because colour select would select the bits of the gun that were grey and not blue/grey.

ImageImage

But when I use it in combat, it charges up and... nothing happens, it cycles back.

Here's my weapon code and the animation code in case something is wrong over there.

Code: Select all

<weaponBlueprint name="QUAD_ION_STUN">
   <type>BURST</type>
   <tip>tip_ion</tip>
   <title>Quad Ion Stunner</title>
   <short>Quad Stunner</short>
   <locked>1</locked>
   <desc>Ion weapons can disable systems without causing hull damage. This ion weapon stuns crew inside the room for 5 seconds per shot. High spread</desc>
   <tooltip>Fires a festive "shotgun" spread blast that does 1 ion damage each. Can hit and disable shields as well as systems.</tooltip>
   <stun>5</stun>
   <damage>0</damage>
   <radius>30</radius>
   <ion>1</ion>
   <speed>30</speed>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>15</cooldown>
   <power>2</power>
   <cost>100</cost>
   <bp>3</bp>
   <rarity>0</rarity>
   <image>ion_blaster</image>
   <explosion>explosion_stun_ion</explosion>
   <projectiles>
      <projectile count="2" fake="false">ion_red</projectile>
      <projectile count="2" fake="false">ion_green</projectile>
   </projectiles>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>ionHit1</sound>
      <sound>ionHit2</sound>
      <sound>ionHit3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>ionShields1</sound>
      <sound>ionShields2</sound>
      <sound>ionShields3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ion_blaster</weaponArt>
   <iconImage>ion</iconImage>
</weaponBlueprint>


Code: Select all

<animSheet name="ion_blaster" w="35" h="58" fw="35" fh="58">weapons/ion_blaster.png</animSheet>
<weaponAnim name="ion_blaster">
   <sheet>ion_blaster</sheet>
   <desc length="1" x="0" y="0" />
   <chargedFrame>1</chargedFrame>
   <fireFrame>1</fireFrame>
   <firePoint x="17" y="17" />
   <mountPoint x="5" y="35" />
   <delayChargeAnim>0.98</delayChargeAnim>
   <chargeImage>weapons/ion_blaster_glow.png</chargeImage>
</weaponAnim>


Also, just wondering - Christmas is right around the corner and I've only got one set of "Community Suggested Loadouts" (thank you Bren!)

Anyone interested in suggesting what possible weapons/crew they want to see on the ships? Please do tell me.

Also, check out this preview image of what is to be expected:
Image
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RAD-82
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Re: The Santasprey - [SHIP CONCEPT] - Need help

Postby RAD-82 » Tue Dec 23, 2014 1:48 am

stylesrj wrote:I can't get this gun to fire!

Your <chargedFrame> and <fireFrame> don't exist, as frame 1 is the 2nd frame on the animation sheet, and they probably shouldn't be the same frame either. <delayChargeAnim> is usually meant for bomb weapons, to prevent them from animating until they are almost charged, so I don't think you need that on this weapon.
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stylesrj
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Re: The Santasprey - [SHIP CONCEPT] - Need help

Postby stylesrj » Tue Dec 23, 2014 2:21 am

RAD-82 wrote:Your <chargedFrame> and <fireFrame> don't exist, as frame 1 is the 2nd frame on the animation sheet, and they probably shouldn't be the same frame either. <delayChargeAnim> is usually meant for bomb weapons, to prevent them from animating until they are almost charged, so I don't think you need that on this weapon.


So I created two identical copies of the same gun and placed them 35 apart.
Now the gun charges up to Frame 2, then once fully charged, the glow vanishes and it still won't fire.

Code: Select all

<animSheet name="ion_blaster" w="105" h="58" fw="35" fh="58">weapons/ion_blaster.png</animSheet>
<weaponAnim name="ion_blaster">
   <sheet>ion_blaster</sheet>
   <desc length="3" x="0" y="0" />
   <chargedFrame>2</chargedFrame>
   <fireFrame>3</fireFrame>
   <firePoint x="17" y="17" />
   <mountPoint x="5" y="35" />
   <chargeImage>weapons/ion_blaster_glow.png</chargeImage>
</weaponAnim>
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RAD-82
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Re: The Santasprey - [SHIP CONCEPT] - Need help

Postby RAD-82 » Tue Dec 23, 2014 6:06 am

RAD-82 wrote:frame 1 is the 2nd frame on the animation sheet


You didn't quite comprehend this part correctly. I'm saying that the animation sheet starts at frame 0, so since you added two more frames, your <chargedFrame> and <fireFrame> should be 1 and 2, not 2 and 3. There is no 3 in your animation, so it can't fire.

stylesrj wrote:then once fully charged, the glow vanishes

For the charged frame (the middle one), you should copy the glow onto it, because when the gun is charged, it won't display the <chargeImage> anymore.

----

I would've replied sooner, but I was having wireless connection issues.
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stylesrj
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Re: The Santasprey - [SHIP CONCEPT] - Need help

Postby stylesrj » Tue Dec 23, 2014 8:12 am

Thanks Rad! It's all working now! Fear the festive ion gun!

You have any ideas for a loadout of weapons/crew? All I've got so far is the name 82nd Radicals. But I don't know what they should have that's fitting your style of FTL game.

Funny thing about the ion gun charge glow - kinda makes the other frames redundant as it slowly moves into that glow. Why was the gun designed with several stages of glow?
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RAD-82
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Re: The Santasprey - [SHIP CONCEPT] - Need help

Postby RAD-82 » Tue Dec 23, 2014 10:02 pm

stylesrj wrote:You have any ideas for a loadout of weapons/crew? All I've got so far is the name 82nd Radicals. But I don't know what they should have that's fitting your style of FTL game.


For crew, how about a Slug, Zoltan, and Engi; no specific names. Weapons? Take the two candy cane weapons I made for my Christmas tree ship from last year. You'll need to copy 4 images from "weapons" and 2 images from "effects" for the weapons. I'll post the blueprints and animations so you don't have to separate it from the rest of the files.

Blueprints: (You can change the rarity if you want.)

Code: Select all

<weaponBlueprint name="CANDY_BURST"> 
   <type>MISSILES</type>
   <flavorType>Solid Sugar</flavorType>
   <title>Candy Cane Burst</title>
   <short>Candy C. B.</short>
   <desc>Modified projectile weapon that fires 3 shield piercing shards.  Deals extra damage to crew. </desc>
   <tooltip>Pierces 1 shield; fires 3 shards that deal 1 damage each.  Extra damage to crew.</tooltip>
   <tip>tip_crystal</tip>
   <damage>1</damage>
   <persDamage>1</persDamage>
   <shots>3</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>15</cooldown>
   <power>3</power>
   <speed>50</speed>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>candy_shard2</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>crystalExplosion_small</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <explosion>explosion_candy_2</explosion>
   <weaponArt>candy_burst_2</weaponArt>
   <iconImage>crystal</iconImage>
</weaponBlueprint>

<weaponBlueprint name="CANDY_HEAVY"> 
   <type>MISSILES</type>
   <flavorType>Solid Sugar</flavorType>
   <title>Heavy Candy Cane</title>
   <short>Candy C. H.</short>
   <desc>Modified projectile weapon that fires a shield-piercing large shard.  Double damage for systemless rooms.  Deals extra damage to crew.  Blocks doors. </desc>
   <tooltip>Pierces 1 shield; fires 1 shard that deals 1 damage, causes a hull breach, and locks the room.  2x damage in systemless rooms.  Extra damage to crew. </tooltip>
   <tip>tip_crystal</tip>
   <damage>1</damage>
   <persDamage>2</persDamage>
   <shots>1</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>10</breachChance>
   <lockdown>1</lockdown>
   <cooldown>13</cooldown>
   <hullBust>1</hullBust>
   <power>2</power>
   <speed>50</speed>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>candy_shard3</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>crystalExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <explosion>explosion_candy</explosion>
   <weaponArt>candy_heavy_1</weaponArt>
   <iconImage>crystalH</iconImage>
</weaponBlueprint>


Animations:

Code: Select all

<animSheet name="candy_burst_2" w="420" h="61" fw="35" fh="61">weapons/candy_burst_2_strip12.png</animSheet>
<animSheet name="candy_heavy_1" w="444" h="63" fw="37" fh="63">weapons/candy_heavy_1_strip12.png</animSheet>


<weaponAnim name="candy_burst_2">
   <sheet>candy_burst_2</sheet>
   <desc length="12" x="0" y="0"/>
   <chargedFrame>5</chargedFrame>
   <fireFrame>8</fireFrame>
   <firePoint  x="19" y="14"/>
   <mountPoint x="6" y="41"/>
</weaponAnim>

<weaponAnim name="candy_heavy_1">
   <sheet>candy_heavy_1</sheet>
   <desc length="12" x="0" y="0"/>
   <chargedFrame>5</chargedFrame>
   <fireFrame>8</fireFrame>
   <firePoint  x="20" y="16"/>
   <mountPoint x="8" y="45"/>
</weaponAnim>


<!-- ACTUAL PROJECTILES -->

<animSheet name="candy_shard2" w="32" h="80" fw="32" fh="80">weapons/candy_shot2.png</animSheet>
<anim name="candy_shard2">
   <sheet>candy_shard2</sheet>
   <desc length="1" x="0" y="0"/>
   <time>1</time>
</anim>
<animSheet name="candy_shard3" w="32" h="80" fw="32" fh="80">weapons/candy_shot3.png</animSheet>
<anim name="candy_shard3">
   <sheet>candy_shard3</sheet>
   <desc length="1" x="0" y="0"/>
   <time>1</time>
</anim>


<animSheet name="explosion_candy" w="512" h="64" fw="64" fh="64">effects/explosion_candy.png</animSheet>
<anim name="explosion_candy">
   <sheet>explosion_candy</sheet>
   <desc length="8" x="0" y="0"/>
   <time>0.5</time>
</anim>

<animSheet name="explosion_candy_2" w="336" h="48" fw="48" fh="48">effects/explosion_candy_2.png</animSheet>
<anim name="explosion_candy_2">
   <sheet>explosion_candy_2</sheet>
   <desc length="7" x="0" y="0"/>
   <time>0.5</time>
</anim>
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stylesrj
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Re: The Santasprey - [SHIP CONCEPT] - Need help

Postby stylesrj » Wed Dec 24, 2014 8:53 am

Brilliant! I'll keep the rarity as-is so people can pick up festive candy-themed weapons.
I'll implement those weapons, then the events and rush this thing out for Christmas! :lol:
And I'll credit you of course for the weapons and graphics.