Thanks; it works now (mostly).
What is the argument for <fleet> that makes ships from both sides appear? Also, where in the event should the <fleet> tag go? It didn't appear when I put it at the end of an event.
Questions here: an inquiry thread! [Updated Sep 15th, 2014]
-
- Posts: 38
- Joined: Tue Jun 02, 2015 4:16 pm
- RAD-82
- Posts: 796
- Joined: Sat Nov 09, 2013 12:16 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
You have 3 choices:
<fleet>rebel</fleet>
<fleet>fed</fleet>
<fleet>battle</fleet>
I think you can get it on the first try.
Where does it go? I'd say in the first event of the beacon, when the player hasn't made any choices yet.
Those are all the same.
<fleet>rebel</fleet>
<fleet>fed</fleet>
<fleet>battle</fleet>
I think you can get it on the first try.
Where does it go? I'd say in the first event of the beacon, when the player hasn't made any choices yet.
Code: Select all
<event name="{event name}">
<fleet>battle</fleet>
<text/>
<choice/>
</event>
<event name="{event name}">
<text/>
<fleet>battle</fleet>
<choice/>
</event>
<event name="{event name}">
<text/>
<choice/>
<fleet>battle</fleet>
</event>
Those are all the same.
-
- Posts: 38
- Joined: Tue Jun 02, 2015 4:16 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
The problem I had is that when I had the <fleet> tag at the end of the event (after the choice), the Rebel fleet never appeared. Also, I thought that there was a thing for having both fleets at once, but it wasn't used in-game.
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I just noticed some odd looking values for the flaks while sifting through the vanilla data files:
<drone_targetable>1</drone_targetable>
<flavorType>Physical Projectile Blast</flavorType>
I want too see if anyone else knows what these do or if they work before I start testing it myself.
<drone_targetable>1</drone_targetable>
<flavorType>Physical Projectile Blast</flavorType>
I want too see if anyone else knows what these do or if they work before I start testing it myself.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
<drone_targetable/> IIRC specifies which defense level drones can target this weapon, 1 means levels 1 & 2, 2 means only level 2. Not 100% sure, though.
<flavorType/> is just a weapon type name that get's displayed in the UI for flak weapons, so that instead of SHOTGUN, you see this.
<flavorType/> is just a weapon type name that get's displayed in the UI for flak weapons, so that instead of SHOTGUN, you see this.
Superluminal2 - a ship editor for FTL
- Crazybat
- Posts: 49
- Joined: Sat Jun 20, 2015 6:08 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
An idea came to me when I was working on my Akira class mod - if I were to attempt a more complete Star Trek mod, I'd want to have authentic Phasers - specifically the phaser "strips" that gather energy at two different points and then meet, firing out a beam. Unfortunately, the strip shapes on the Sovereign and Akira classes are different - I could certainly make unique weapons for each ship, but I'd prefer to create a singular weapon that can adapt to whatever ship it's equipped to - an animation to fit the Sovereign, one for the Akira, and a more FTL-esque cannon style image and animation for the Vanilla ships.
Is it possible to create such a weapon, that changes its images/animations depending on what ship it's equipped to?
Is it possible to create such a weapon, that changes its images/animations depending on what ship it's equipped to?
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Nope. You'll need to create two variants of the same weapon.
Superluminal2 - a ship editor for FTL
- Crazybat
- Posts: 49
- Joined: Sat Jun 20, 2015 6:08 pm
- Crazybat
- Posts: 49
- Joined: Sat Jun 20, 2015 6:08 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Alright, this is getting on my nerves. I'm trying to create custom weapons, and to do that, I need to compile .ftl files. All the guides I see say to simply compress to .zip and then change the file extension to .ftl. I've done that, and nothing changes, nothing in the file structure, nothing in the resources whenever I use SMM to patch it in...really confused as to what I'm doing wrong.
- steamtex
- Posts: 115
- Joined: Fri Jun 19, 2015 5:28 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Crazybat, could you describe what's going on a bit differently?
Do you mean that patching your altered .ftl files doesn't change anything from their previous versions?
If so, I'd just suggest renaming it, i.e. modnamev01.ftl > modnamev01.zip > modnamev02.ftl
Do you mean that patching your altered .ftl files doesn't change anything from their previous versions?
If so, I'd just suggest renaming it, i.e. modnamev01.ftl > modnamev01.zip > modnamev02.ftl