Questions here: an inquiry thread! [Updated Sep 15th, 2014]

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4DaDiamonds
Posts: 20
Joined: Sat Apr 05, 2014 7:34 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by 4DaDiamonds »

Can someone point me in the direction of the image that is overlayed onto the background when you first reach the final sector? (Possibly Captain's Edition only)
It looks like a lot of federation cruisers dotted around, I know that sometimes it can appear in a random event in some sectors and it was be awesome if someone could help me find it! :D (I have spentway too long looking for it... -_-)
redstonetorches
Posts: 21
Joined: Sat Jan 10, 2015 4:11 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by redstonetorches »

So I'm really close to finishing a new mod, but I have two questions before it's finished:
1. Does anyone know why my gun won't fire? It shows the animations and everything, the charge meter even moves, but no lasers come out.

2. How can you combine two mods into one? In my mod, I made a new weapon (that doesn't shoot :oops: ) and a new ship (made in superluminal) that uses the new weapon. I have to load the weapon AND the ship, just loading the ship in SMM makes the default weapon that crashes the game when you try to shoot it. How can I combine these mods so that just loading one has the ship and the gun?

Here's the animations.xml, blueprints.xml, and weapon strip (respectively) if you want to look at what I might have done wrong:

Code: Select all

<animSheet name="gatling" w="100" h="62" fw="20" fh="62">weapons/gatling_strip.png</animSheet>

<weaponAnim name="gatling">
   <sheet>gatling</sheet>
   <desc length="5" x="0" y="0"/>
   <chargedFrame>3</chargedFrame>
   <fireFrame>5</fireFrame>
   <firePoint  x="14" y="0"/>
   <mountPoint x="0" y="51"/>
</weaponAnim>

Code: Select all

<weaponBlueprint name="GATLING">
	<type>LASER</type>
	<title>Gatling Laser</title>
	<short>Gatling</short>
	<desc>Recently issued gatling laser gun with efficient liquid coolant system. No pre-igniter required.</desc>
	<tooltip>One damage per shot, high rate of fire, extremely short charge time. Only does hull damage.</tooltip>
	<damage>1</damage>
	<sysDamage>0</sysDamage>
	<persDamage>0</persDamage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>1</breachChance>
	<cooldown>0.3</cooldown>
	<power>4</power>
	<cost>120</cost>
	<bp>2</bp>
	<rarity>5</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull1</sound>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>gatling</weaponArt>
</weaponBlueprint>
https://www.dropbox.com/s/7yiyjym06dc6g ... p.png?dl=0
Now if you'll excuse me, I'm going to go do things that I probably don't need to be doing.
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R4V3-0N
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Joined: Sun Oct 06, 2013 11:44 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by R4V3-0N »

redstonetorches wrote:When making a custom ship, is it possible to make the engines on the image of the ship itself to turn on and off when you power on/off the engines or a crewmember enters/exits the cockpit like on the kestrel?
Not that I am aware off, besides modifying the kestrel engine directly to fit the 'new' kestrel... I think the federation cruiser does the same thing though
R4V3-0N, a dreamer.
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R4V3-0N
Posts: 1287
Joined: Sun Oct 06, 2013 11:44 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by R4V3-0N »

4DaDiamonds wrote:Can someone point me in the direction of the image that is overlayed onto the background when you first reach the final sector? (Possibly Captain's Edition only)
It looks like a lot of federation cruisers dotted around, I know that sometimes it can appear in a random event in some sectors and it was be awesome if someone could help me find it! :D (I have spentway too long looking for it... -_-)
img -> ship -> fleet

Where else would you look for a ship? ;)
R4V3-0N, a dreamer.
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by RAD-82 »

redstonetorches wrote:1. Does anyone know why my gun won't fire?
Animation frames start at zero. Decrease your <chargedFrame> to 2 and your <fireFrame> to 4.
redstonetorches wrote:Only does hull damage.
You have to set a negative value for <sysDamage> and <persDamage> to negate the damage from <damage>.
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Junkyard has FTL mods, mostly ships and a few other things.
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Noobjuice
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by Noobjuice »

Hey guys, so here's my question. I'm trying to change the song that plays at the end credits, in a similar way Sleeper did with an earlier version of CE (I think it was around Version 1.241).

I assumed that if I replace [audio\waves\ui\bp_MUS_Victory.ogg] with my chosen song it would play as normal, and the main menu theme would queue behind it and start playing after it finished. I've just discovered that doesn't work though, the main menu music just starts playing like normal 15 seconds in, behind the track that's already playing.

Does anyone know how Sleeper got around this problem? I've tried looking through the old CE mod files to figure out how he did it, but so far I've turned up squat. :P
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NarnKar
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by NarnKar »

Sleeper Service never actually did get the song to play over it. See, Victory SFX is actually just a short jingle that plays OVER the main screen music, which conveniently has a few moments of silence so you don't notice the transition. I remember in earlier builds of CE, the victory jingle used to be an entire song (Triumphant March of the Nano-Warrior); once that italian satire-metal-fest was over, the normal title screen music would fade in, mid-way through its playing. If you listened real carefully while Triumphant March was playing, you could hear some bars of Space Cruise playing very faintly.
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Noobjuice
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by Noobjuice »

Righto, guess I'll have to figure out another way around the problem. Thanks for the quick reply, btw. :)
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WhiteWeasel
Posts: 248
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by WhiteWeasel »

Hey, I have a question. When I use a mod I made for FTL, and then fire up a game without SMM, I still get the mod taking effect. Is that normal?


Also my weapons mod that I was testing fine yesterday won't work. Namely the custom missile launchers don't show up in the kestrels loadout correctly. It's the issue you get if you don't spell your weapon tags correctly. But I assure you they are spelled the same and it still does not work. EDIT: Resolved, I placed the </mod:findName> in the wrong spot
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redstonetorches
Posts: 21
Joined: Sat Jan 10, 2015 4:11 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Post by redstonetorches »

Hey, I have a question. When I use a mod I made for FTL, and then fire up a game without SMM, I still get the mod taking effect. Is that normal?

You actually don't have to launch FTL from SMM to play with your mods, as long as you've patched them. You can patch, decline its offer to run the game, close SMM, and then go launch it from your desktop or dock or taskbar or something. But to play vanilla again, you must load up SMM again and click patch with nothing checked. What you're doing is pretty much patching the backup of vanilla that SMM has made before you patched any mod, ever.
Now if you'll excuse me, I'm going to go do things that I probably don't need to be doing.
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