Hardcoded in the blueprints. For example, if you overrode the Kestrel A, but your new ship was named <ship_ID>SHIP_NAME</ship_ID>, it wouldn't use engine effects. They're hardcoded to PLAYER_SHIP_HARD and PLAYER_SHIP_FED.Chrono Vortex wrote:I'm not sure what causes a ship to actually use those effects though, maybe the name in the blueprints?
Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- NarnKar
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- kartoFlane
- Posts: 1488
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Small correction: they're hardcoded to the .txt layout files' names, not the blueprint names themselves (if I recall correctly)NarnKar wrote:Hardcoded in the blueprints. For example, if you overrode the Kestrel A, but your new ship was named <ship_ID>SHIP_NAME</ship_ID>, it wouldn't use engine effects. They're hardcoded to PLAYER_SHIP_HARD and PLAYER_SHIP_FED.Chrono Vortex wrote:I'm not sure what causes a ship to actually use those effects though, maybe the name in the blueprints?
It is possible to tell the Kestrel to use a differently named layout file name, and use kestral.txt for your own ship, with custom engine jet graphics... I think.
Superluminal2 - a ship editor for FTL
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I have an enemy ship (made in Superluminal2) that refuses to spawn with any weapons. Weapon lists do not work (custom or vanilla). Manually giving it weaponry also fails.
Can anyone lend me a hand?
Code: Select all
<shipBlueprint name="REBEL_STEALTH" layout="rebel_stealthship" img="rebel_stealthship">
<class>Rebel Stealthship</class>
<minSector>1</minSector>
<maxSector>2</maxSector>
<systemList>
<cloaking power="2" max="2" room="1" start="true" />
<doors power="2" max="2" room="4" start="true" />
<drones power="3" max="3" room="7" start="true" />
<engines power="3" max="5" room="2" start="true" />
<medbay power="1" max="1" room="8" start="true" />
<oxygen power="1" max="2" room="3" start="true" />
<pilot power="2" max="2" room="0" start="true" />
<shields power="2" max="2" room="5" start="true" />
<weapons power="3" max="4" room="6" start="true" />
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList missiles="15" load="STEALTH_WEAPONS"/>
<droneList drones="6" count="2">
<drone name="BATTLE" />
<drone name="REPAIR" />
</droneList>
<health amount="7" />
<maxPower amount="16" />
<crewCount amount="3" max="5" class="human" />
<boardingAI>sabotage</boardingAI>
<aug name="CLOAK_FIRE" />
</shipBlueprint>
- kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
You forgot to set the weapon count. This value specifies how many weapons your ship spawns with. It defaults to 0, hence your ship has no weapons.
Superluminal2 - a ship editor for FTL
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Lifesaver. Thank you.kartoFlane wrote:You forgot to set the weapon count. This value specifies how many weapons your ship spawns with. It defaults to 0, hence your ship has no weapons.
EDIT: Where do I set that count?
- RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
<choice req="ROCK_ARMOR_2" hidden="true">Lightwavers wrote:I copy pasted all the events with numbers
<choice req="ADV_SCANNERS_2" hidden="true">
<choice req="ENERGY_SHIELD_2" hidden="true">
Certainly shouldn't add numbers to those.
<event>
<modifyPursuit amount="1"/>
</event>
<event load="WORMHOLE_COLLECTION_2"/>
I see you still doubling events in a few places like this, but I'm pretty sure this would just prevent the modifyPursuit from happening.
<event>
<text>A mantis ship emerges from the wormhole, and immediately decides that destroying your ship will be the best course of action.</text>
<ship load="MANTIS_FIGHT" hostile="true"/>
<event/> <-- remove
</event>
Still have an event in an event. That needs to be removed.
There is so much there to look at that I didn't do a very detailed look examination. If these errors above still don't fix your problems, I'd suggest starting over and add a little bit at a time, testing to see if it works before adding more.
- stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Is it possible to have an event where you can navigate out of a hazard? So let's say you get caught in an asteroid field, can there be an augment or event where you fly into a clearer part of space? Or you navigate out of that pulsar? Because I've seen hazards stack (the asteroid field & solar flare is beautiful) and an ASB can switch targets mid-game.
And if it's possible, can there be an outcome of a plasma storm where you get full reactor power yet the enemy still is penalised or vice-versa?
And if it's possible, can there be an outcome of a plasma storm where you get full reactor power yet the enemy still is penalised or vice-versa?
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Is it possible to make a Beam Weapon that doesn't do damage until all of the enemy's shields are gone?
Example - Damage: 4 Shield Piercing: -5 (Negative Levels exist in CE for Scatter Lasers)
Also Is it possible to make a Charge Flak?
Example - Damage: 4 Shield Piercing: -5 (Negative Levels exist in CE for Scatter Lasers)
Also Is it possible to make a Charge Flak?
- stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Yup. You put it in the negatives and that laser will only do damage on lack of shields. I haven't tested this myself but one of my ships (The Etwahl) has it.FearTheBlaziken wrote:Is it possible to make a Beam Weapon that doesn't do damage until all of the enemy's shields are gone?
Example - Damage: 4 Shield Piercing: -5 (Negative Levels exist in CE for Scatter Lasers)
Yes it's possible. The Arwing by Gencool sort of does that with the Twin Lasers. Shoots like Flak, can hold charges and it cools down quicker with each shot.Also Is it possible to make a Charge Flak?
- kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Hm. Odd. Weapon count should default to number of weapon slots you have set. No idea why it didn't work there, it worked just now when I tested it. Oh well, just add a count="4" attribute to your <weaponList> tag, and that'll fix it:zaphod_ wrote:Lifesaver. Thank you.kartoFlane wrote:You forgot to set the weapon count. This value specifies how many weapons your ship spawns with. It defaults to 0, hence your ship has no weapons.
EDIT: Where do I set that count?
Code: Select all
<weaponList missiles="15" count="4" load="STEALTH_WEAPONS" />
Superluminal2 - a ship editor for FTL