Creating New Weapons: What did i do wrong?

General discussion about the game.
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saobie3
Posts: 24
Joined: Tue Jul 12, 2016 3:03 am

Creating New Weapons: What did i do wrong?

Post by saobie3 »

After many assertation fails i finally got my weapon ingame. I call it the Missile Barrage Rack and it was designed to shoot 6 missiles at once (or in quick succession) and land anywhere in a widespread area. Basically like a flak, but missiles. However, a few issues came up:

Its not using the weapon file i specified. I edited my own file and everything, but ingame it appears to be using the Basic Laser somehow.

The missiles all have no animation and come in sideways

Despite targeting a large area, all missiles still land exactly where i targeted, as though the radius effect is not being applied (its functioning like a normal weapon instead of flak-style)

Here are the specs:

-------Animation-----------

<animSheet name="missile_barrage" w="99" h="65" fw="33" fh="65">weapons/missile_barrage_strip3.png</animSheet>

<weaponAnim name="missile_barrage">
<sheet>missile_barrage</sheet>
<desc length="3" x="0" y="0" />
<chargedFrame>1</chargedFrame>
<fireFrame>2</fireFrame>
<firePoint x="16" y="20" />
<mountPoint x="0" y="0" />
<chargeImage>weapons/missile_barrage_glow.png</chargeImage>
</weaponAnim>

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

---------------Auto Blueprint-----------

<name>MISSILES_BARRAGE</name>

---------------Bluprint--------------

<name>MISSILES_BARRAGE</name>

<weaponBlueprint name="MISSILES_BARRAGE">
<type>MISSILES</type>
<tip>tip_missiles</tip>
<title>Missile Barrage Rack</title>
<short>Barrage S.</short>
<desc>Unconventional rocket pod fires several, highly inaccurate missiles at once. Costly to use, but capable of widespread destruction.</desc>
<tooltip>Fires 6 missile inaccurate missiles for 1 damage each.</tooltip>
<damage>1</damage>
<missiles>6</missiles>
<radius>75</radius>
<shots>6</shots>
<sp>5</sp>
<fireChance>2</fireChance>
<breachChance>3</breachChance>
<stunChance>2</stunChance>
<cooldown>23</cooldown>
<power>3</power>
<cost>120</cost>
<bp>2</bp>
<rarity>5</rarity>
<image>missile_barrage</image>
<launchSounds>
<sound>smallMissile1</sound>
<sound>smallMissile2</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>missiles_barrage</weaponArt>
<iconImage>missile</iconImage>
</weaponBlueprint>
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stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: Creating New Weapons: What did i do wrong?

Post by stylesrj »

That's a question that should be asked in the modding section but here's my take:

It has to be "Burst" not Missile in order for the radius effect to work.
Look at the Swarm Missile for an example.

Also, set "shots to 1" and then copy the "projectile list" from a Flak cannon and modify that.

So try this:

Code: Select all

<weaponBlueprint name="MISSILES_BARRAGE">
	<type>BURST</type>
	<tip>tip_missiles</tip>
	<title>Missile Barrage Rack</title>
	<short>Barrage S.</short>
	<desc>Unconventional rocket pod fires several, highly inaccurate missiles at once. Costly to use, but capable of widespread destruction.</desc>
	<tooltip>Fires 6 missile inaccurate missiles for 1 damage each.</tooltip>
	<radius>75</radius>
	<damage>1</damage>
	<missiles>6</missiles>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>2</fireChance>
	<breachChance>3</breachChance>
	<stunChance>2</stunChance>
	<cooldown>23</cooldown>
	<power>3</power>
	<cost>120</cost>
	<bp>10</bp>
	<rarity>5</rarity>
	<projectiles>
		<projectile count="6" fake="false">missile_burst</projectile>
	</projectiles>
	<launchSounds>
		<sound>smallMissile1</sound>
		<sound>smallMissile2</sound>
	</launchSounds>
	<hitShipSounds>
	<sound>smallExplosion</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>missiles_barrage</weaponArt> 
	<iconImage>missile</iconImage>
</weaponBlueprint>
saobie3
Posts: 24
Joined: Tue Jul 12, 2016 3:03 am

Re: Creating New Weapons: What did i do wrong?

Post by saobie3 »

Thank you very much. Unfortunatly, yet again im having assertation fails after trying to add in my Thermal Beam. Even after taking it out it persists. This has been so annoying that iv ben on the verge of giving up modding entirely.

The ultimate goal is to get enough baring to make a special boss utilizing the weapons iv been making. But that goal wont become a reality if this assertation bs keeps up, its really pissing me off. Til then ill resort to a full wipe and redownload, the only thing that fixed it last time
Chickengames
Posts: 342
Joined: Mon Jul 04, 2016 3:24 pm

Re: Creating New Weapons: What did i do wrong?

Post by Chickengames »

If you do have any more problems you should post in the Mods section. You'll get many more responses that may fix the problem.
saobie3
Posts: 24
Joined: Tue Jul 12, 2016 3:03 am

Re: Creating New Weapons: What did i do wrong?

Post by saobie3 »

I sure am having problms. This assertation failure is driving me crazy. Evn after removing the weapon entirely i still get it. On mistake seems to "corrupt" the whole thing and force an entire wipe to fix. I used to do this years ago and i dont remember it being so aggrivating. In any case ill post there
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