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.
Remodeling swarm missiles' missiles
- ikachan
- Posts: 11
- Joined: Fri Nov 17, 2017 1:11 am
Remodeling swarm missiles' missiles
It was moments after I teleported all my crew onto their ship that I realized my fatal flaw. They had a shield overcharger... and I had no weapons.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: Remodeling swarm missiles' missiles
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.
- ikachan
- Posts: 11
- Joined: Fri Nov 17, 2017 1:11 am
Re: Remodeling swarm missiles' missiles
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
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
It was moments after I teleported all my crew onto their ship that I realized my fatal flaw. They had a shield overcharger... and I had no weapons.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: Remodeling swarm missiles' missiles
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
Code: Select all
Use this to post your code
- ikachan
- Posts: 11
- Joined: Fri Nov 17, 2017 1:11 am
Re: Remodeling swarm missiles' missiles
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>
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<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>
It was moments after I teleported all my crew onto their ship that I realized my fatal flaw. They had a shield overcharger... and I had no weapons.
- ikachan
- Posts: 11
- Joined: Fri Nov 17, 2017 1:11 am
Re: Remodeling swarm missiles' missiles
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>
It was moments after I teleported all my crew onto their ship that I realized my fatal flaw. They had a shield overcharger... and I had no weapons.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: Remodeling swarm missiles' missiles
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?
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?
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: Remodeling swarm missiles' missiles
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.
- ikachan
- Posts: 11
- Joined: Fri Nov 17, 2017 1:11 am
Re: Remodeling swarm missiles' missiles
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.
It was moments after I teleported all my crew onto their ship that I realized my fatal flaw. They had a shield overcharger... and I had no weapons.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: Remodeling swarm missiles' missiles
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.