Discuss and distribute tools and methods for modding. Moderator - Grognak
RAD-82
Posts: 795 Joined: Sat Nov 09, 2013 12:16 am
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by RAD-82 » Tue Mar 03, 2015 4:22 am
That looks fine.
You will need a second image for the charges. It'll be 2 frames, equivalent in size to the weapon.
Here is an example of a 5-charge weapon that I made for my weapon pack so you can see how the image of your stored charges lines up with your weapon. Mine isn't very traditional with the lights.
Junkyard has FTL mods, mostly ships and a few other things.
WhiteWeasel
Posts: 248 Joined: Sun Apr 13, 2014 4:36 am
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by WhiteWeasel » Tue Mar 03, 2015 9:04 pm
Now what does this code mean for my charge image?
Code: Select all
<animSheet name="chargerail_charge" w="70" h="57" fw="35" fh="57">weapons/chargerail_charge</animSheet>
<anim name="chargerail_charge">
<sheet>chargerail_charge</sheet>
<desc length="4" x="0" y="0"/>
<time>1.0</time>
</anim>
/Edit: Quadruple post cleanup by moderator.
NarnKar
Posts: 778 Joined: Thu Jun 19, 2014 4:24 pm
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by NarnKar » Tue Mar 03, 2015 9:12 pm
Did you hit "submit" too many times?
RAD-82
Posts: 795 Joined: Sat Nov 09, 2013 12:16 am
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by RAD-82 » Tue Mar 03, 2015 10:14 pm
WhiteWeasel wrote: Now what does this code mean for my charge image?
Code: Select all
<animSheet name="chargerail_charge" w="70" h="57" fw="35" fh="57">weapons/chargerail_charge</animSheet>
<anim name="chargerail_charge">
<sheet>chargerail_charge</sheet>
<desc length="4" x="0" y="0"/>
<time>1.0</time>
</anim>
You need to add .png to the filename.
This is the <boost> in your weaponAnim code.
I would say the desc length should be 2, but the Ion Charger says 4 instead of 3 and it still works, so that part might be ignored in this instance.
Junkyard has FTL mods, mostly ships and a few other things.
WhiteWeasel
Posts: 248 Joined: Sun Apr 13, 2014 4:36 am
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by WhiteWeasel » Tue Mar 03, 2015 10:15 pm
NarnKar wrote: Did you hit "submit" too many times?
Oops, these forums are really slow on my computer for some reason. So I might have clicked a few extra times because I thought it was being unresponsive.
RAD-82 wrote: WhiteWeasel wrote: Now what does this code mean for my charge image?
Code: Select all
<animSheet name="chargerail_charge" w="70" h="57" fw="35" fh="57">weapons/chargerail_charge</animSheet>
<anim name="chargerail_charge">
<sheet>chargerail_charge</sheet>
<desc length="4" x="0" y="0"/>
<time>1.0</time>
</anim>
You need to add .png to the filename.
This is the <boost> in your weaponAnim code.
I would say the desc length should be 2, but the Ion Charger says 4 instead of 3 and it still works, so that part might be ignored in this instance.
Ok. Now I got my weapon working, but the glow won't show up.
Code: Select all
<animSheet name="chargerail_charge" w="280" h="57" fw="35" fh="57">weapons/chargerail_charge.png</animSheet>
<anim name="chargerail_charge">
<sheet>chargerail_charge</sheet>
<desc length="2" x="0" y="0"/>
<time>1.0</time>
</anim>
<animSheet name="chargerail" w="280" h="57" fw="35" fh="57">weapons/chargerail_strip8.png</animSheet>
<weaponAnim name="chargerail">
<sheet>chargerail</sheet>
<desc length="8" x="0" y="0"/>
<chargedFrame>5</chargedFrame>
<fireFrame>6</fireFrame>
<firePoint x="22" y="30" charge="0"/>
<mountPoint x="2" y="34"/>
<boost>chargerail_charge</boost>
</weaponAnim>
RAD-82
Posts: 795 Joined: Sat Nov 09, 2013 12:16 am
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by RAD-82 » Tue Mar 03, 2015 10:56 pm
WhiteWeasel wrote: but the glow won't show up.
You changed the width of the glow animation to 280. Switch it back to 70 like it was before and it should work.
Junkyard has FTL mods, mostly ships and a few other things.
WhiteWeasel
Posts: 248 Joined: Sun Apr 13, 2014 4:36 am
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by WhiteWeasel » Tue Mar 03, 2015 11:11 pm
RAD-82 wrote: WhiteWeasel wrote: but the glow won't show up.
You changed the width of the glow animation to 280. Switch it back to 70 like it was before and it should work.
Sweet! It works! I made a legit weapon in FTL, custom sprite and everything!
WhiteWeasel
Posts: 248 Joined: Sun Apr 13, 2014 4:36 am
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by WhiteWeasel » Thu Mar 05, 2015 2:21 am
How do you overwrite starting augments for ships?
stylesrj
Posts: 3638 Joined: Tue Jul 08, 2014 7:54 am
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by stylesrj » Thu Mar 05, 2015 4:25 am
WhiteWeasel wrote: How do you overwrite starting augments for ships?
Blueprints.xml
Look for where the words "Plating" is located and if it's under a ship's blueprints, that's probably the section.
RAD-82
Posts: 795 Joined: Sat Nov 09, 2013 12:16 am
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by RAD-82 » Thu Mar 05, 2015 5:06 am
WhiteWeasel wrote: How do you overwrite starting augments for ships?
I'm guessing the Stealth A is your issue? I've seen you use SMM's overwrite code for other things, so I assume you are having problems with this ship having two augments.
Code: Select all
<mod:findName type="shipBlueprint" name="PLAYER_SHIP_STEALTH">
<mod:findLike type="aug"> <mod:removeTag/> </mod:findLike> <!-- Removes all augments -->
<mod-append:aug name="{insert augment here}"/> <!-- Repeat to add more augments -->
</mod:findName>
Junkyard has FTL mods, mostly ships and a few other things.