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

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

Post by Sleeper Service »

Shrooblord wrote:Weird. I see this:
Wow I see something completely different:
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This looks like your mac compression software is restructuring your folders, without it being visible on mac.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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TaxiService
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by TaxiService »

It's actually the mac operative system that does that. :P These folders and files are used to keep track of files' metadata for our window manager, the "Finder". Metadata includes stuff like labels, comments, position of the file related to the window, window size and stuff like this.

Keka removes these folders and files when compressing a folder.
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ev1l0rd
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by ev1l0rd »

Sleeper Service wrote:
Shrooblord wrote:Weird. I see this:
Wow I see something completely different:
Image
This looks like your mac compression software is restructuring your folders, without it being visible on mac.
This can easily be fixed by compressing the folders inside your folder. (So if you only have a data folder compress the data folder, and if you have a data and an img folder select those two and compress those.)
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Shrooblord
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by Shrooblord »

Thanks guys. That's got me a step further.

However, the game crashes right as it ends the loading screen. I've tried having only my own mod installed. Could you take a look at it for me?

I've been running through the event texts, shortening the lines that were present, in case it was a 'the text is too long issue' - could you look with your expert eye and tell me if it's still too long?
Thanks

https://www.mediafire.com/?5477x0czdma4ajf
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by RAD-82 »

<anem>BOARDER_SHROID</anem>

That's a typo in the autoBlueprints file.

----

Code: Select all

<event name="SHROOB_STATION">
    <text>On the flipside of the rock, you find a large station hiding from view! A screeching cackle booms over your Comms systems and all throughout the ship. Your shields have been compromised!</text>
    <environment type="asteroid"></environment>
    <status target="player" system="shields" limit="2"></status>
    <ship load="SHROOB_AI_STATION" hostile="true">
        <destroyed load="SHROID_JOINS"></destroyed>
        <deadCrew>
            <text>As your crew somehow slash to pieces the last of the non-physical AI avatars, you hear something communicating with your Comms system. A message... it's... a happy birthday greeting?</text>
            <choice>
                <text>Accept the gift.</text>
                <autoReward level="HIGH">standard</autoReward>
                <event>
                    <text>"Yes? You liked my gift? Good, good!" a screeching voice says. "Now. You realise I had to take away from the key structures of my ship to be able to gift you this amount of scrap, don't you? Timbeeer!"</text>
                    <choice hidden="true">
                        <text>Uh-oh. Better get your crew out of there.</text>
                        <event load="SHROID_JOINS"></event>
                    </choice>
                </event>
                </choice>
        </deadCrew>
    </ship>
</event>
No, that isn't how you make a ship. I know, because I attempted that before. Try this:

Code: Select all

<event name="SHROOB_STATION">
    <text>On the flipside of the rock, you find a large station hiding from view! A screeching cackle booms over your Comms systems and all throughout the ship. Your shields have been compromised!</text>
    <status target="player" system="shields" limit="2"></status>
    <ship load="SHROOB_AI_STATION" hostile="true"/>
</event>

<ship name="SHROOB_AI_STATION" auto_blueprint="SHROOB_STATIONS">
    <destroyed load="SHROID_JOINS"></destroyed>
    <deadCrew>
        <text>As your crew somehow slash to pieces the last of the non-physical AI avatars, you hear something communicating with your Comms system. A message... it's... a happy birthday greeting?</text>
        <choice>
            <text>Accept the gift.</text>
            <event>
                <text>"Yes? You liked my gift? Good, good!" a screeching voice says. "Now. You realise I had to take away from the key structures of my ship to be able to gift you this amount of scrap, don't you? Timbeeer!"</text>
                <autoReward level="HIGH">standard</autoReward>
                <choice hidden="true">
                    <text>Uh-oh. Better get your crew out of there.</text>
                    <event load="SHROID_JOINS"></event>
                </choice>
            </event>
        </choice>
    </deadCrew>
</ship>
I removed the asteroid environment, because you are already in an asteroid field. I don't know if the game would just ignore it, or double up the asteroid field. I moved the autoReward because it was in the wrong spot. It belongs in an event tag, not the choice tag.

----

Code: Select all

<event name="SHROOB_SALVAGE">
    <text>The wreckage of what looks to be a perfectly circular ship floats by in the distance. Distinct markings cover its hull, but there seems no visible point of entry.</text>
    <choice req="BOARDER_SHROID" hidden="true">
        <text>Send in the Infiltrator Shroid!</text>
        <event>
            <text>Stealthily, the Infiltrator scurries across the ship's surface. You blink and-- it's gone! After moments of staring blankly at your sensors, a light blinks. The Shroid makes contact. It's in!</text>
            <event>
                <text>Suddenly, the feed to your droid is cut off. The wreckage comes to life. Your scanners read systems powering on and your Comms screen shows the shadowy figure of a creature with deep red eyes and terrifying claws staring at you.</text>
                <choice hidden="true">
                    <text>Hail them.</text>
                    <event>
                        <text>The creature on the other side simply laughs at you with a terrifying, high-pitched shriek. The Comms shut down and your systems register the other ship's weapons going hot!</text>
                    </event>
                </choice>
                <choice hidden="true">
                    <text>Power weapons!</text>
                    <event>
                        <text>You don't have time for inter-galactic dollhouse. Kill the fools!</text>
                    </event>
                </choice>
                <choice hidden="true">
                    <text>Speak through the Infiltrator Shroid.</text>
                    <event>
                        <text>Your faithful droid moves up to the shadow. Its sly smug washes from its face in an instant. It seems to... recognise the droid.</text>
                        <choice hidden="true">
                            <text>Hail them.</text>
                            <event load="SHROOB_FIRSTCONTACT"></event>
                        </choice>
                    </event>
                </choice>
            </event>
        </event>
    </choice>
</event>
You have a double event in here, which doesn't work. You need to insert a choice between them.

You don't have an alternative choice for if you lack the BOARDER_SHROID. You also didn't load a ship for fighting, which I assume is the SHROOB_SHIPS.

You'll also need a new ship for your SHROOB_WRECK because those ce_husk layouts do not work anymore. They are from a pre-AE era.

----
Shrooblord wrote:I've tried having only my own mod installed.
I assume you mean with CE, since you are using CE assets in the autoBlueprints file.

Even with this working, you don't have any way for these events to show up. You haven't told the game how to call your SHROOB_WRECK eventList.
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Junkyard has FTL mods, mostly ships and a few other things.
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Shrooblord
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by Shrooblord »

Haha there's quite a lot wrong with it :oops:

Yeah, I didn't plant the event in the event lists yet because I was trying to summon the event using Taxi Service's MTE2.

Thanks for pointing out my mistakes. I'll use another placeholder ship for my Shroob ships until I get round to creating a custom one.
You don't have an alternative choice for if you lack the BOARDER_SHROID.
I read here that that is not necessary. A blue option will show up if you have the BOARDER_SHROID, or Continue... will show up if you don't.

EDIT:
I was wondering if it's possible to assign damage to the enemy ship like you can to the player's? I want to destroy the enemy ship with an event.
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TaxiService
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by TaxiService »

>I was wondering if it's possible to assign damage to the enemy ship like you can to the player's?
Nope. :| Just nope, sadly.
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by RAD-82 »

Shrooblord wrote:
You don't have an alternative choice for if you lack the BOARDER_SHROID.
I read here that that is not necessary. A blue option will show up if you have the BOARDER_SHROID, or Continue... will show up if you don't.
Yes, that is true. For some reason, I thought the event would have more to it if you didn't have the drone, but I suppose it doesn't have to.
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Shrooblord
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by Shrooblord »

You don't see any way to get into the craft without the drone. Maybe I could make a blue option where if you have a missile launcher, you can blow it up and scrap it. Dunno.

But for now... Testing!
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stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by stylesrj »

Quick question about asteroids:

After combat in an asteroid field, what happens if you quit out of the game and come back in?
Do the asteroids go completely mental and bombard your ship to death (because there's no enemy ship to fight) or do they remain flying past at the same rate they normally do during combat?
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