Remodeling swarm missiles' missiles

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ikachan
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Remodeling swarm missiles' missiles

Postby ikachan » Wed Dec 06, 2017 6:31 pm

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.
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.
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stylesrj
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Re: Remodeling swarm missiles' missiles

Postby stylesrj » Wed Dec 06, 2017 9:10 pm

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.
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ikachan
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Re: Remodeling swarm missiles' missiles

Postby ikachan » Wed Dec 06, 2017 9:35 pm

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
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.
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stylesrj
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Joined: Tue Jul 08, 2014 7:54 am

Re: Remodeling swarm missiles' missiles

Postby stylesrj » Wed Dec 06, 2017 9:58 pm

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
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ikachan
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Re: Remodeling swarm missiles' missiles

Postby ikachan » Wed Dec 06, 2017 10:08 pm

I've got 2 weapons there, the ak47 is the one that I can't change the missile image without changing it for everything



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<?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.
User avatar
ikachan
Posts: 11
Joined: Fri Nov 17, 2017 1:11 am

Re: Remodeling swarm missiles' missiles

Postby ikachan » Wed Dec 06, 2017 10:21 pm

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.
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Remodeling swarm missiles' missiles

Postby stylesrj » Wed Dec 06, 2017 10:21 pm

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?
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stylesrj
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Re: Remodeling swarm missiles' missiles

Postby stylesrj » Wed Dec 06, 2017 10:29 pm

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.
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ikachan
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Re: Remodeling swarm missiles' missiles

Postby ikachan » Wed Dec 06, 2017 10:33 pm

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.
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Remodeling swarm missiles' missiles

Postby stylesrj » Wed Dec 06, 2017 10:37 pm

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.