Ohhh got it.AtillaBosma wrote:The AI ships take their weapons from autoBlueprints.xml, not from Blueprints.xml.Amiths wrote:And how to i add the weapons to AI fleet? I went to blueprints.xml but i could only find the layout of my own ships not AI ships. Thx!
[Modding]Creating your own weapons
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Amiths
- Posts: 7
- Joined: Sun Sep 16, 2012 2:22 am
Re: [Modding]Creating your own weapons
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nemod
- Posts: 3
- Joined: Mon Sep 17, 2012 11:40 pm
Re: [Modding]Creating your own weapons
I'm having trouble with my custom images appearing, I triple checked and followed this tutorial to the T. I've added it to the default ship and it works fine but the image on the weapon bar doesn't show nor does it show an image when it fires.
Any ideas?
Any ideas?
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tellreded
- Posts: 2
- Joined: Thu Sep 20, 2012 11:42 pm
Re: [Modding]Creating your own weapons
So, literally every time I mod a weapon, It will give me an error, like either the runtime has terminated the program in an unusual way. plox halp? I tried multiple ways to repack it but nothing is working. I even tried the fed retreat mod and it worked fine.
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Cash at Folsom
- Posts: 1
- Joined: Fri Sep 21, 2012 2:44 am
Re: [Modding]Creating your own weapons
Great writeup! I just used it to create a "nuke" weapon that is slow and resource-intensive, but does massive damage.
Just wanted to let you know of three errors that I found in your code:
First, in Part 1, when you instruct the user to change the projectile animations, you missed one entry:
The <sheet> entry, if left unchanged as it is above, did not properly replace the projectile in my tests. Switching it to "missile_4" [or whatever your custom projectile is named] worked for me.
Then, two minor details about your "before" code in Part 4:
Shouldn't really affect following your guide, but it did confuse me initially.
Then, the next part:
"MISSILES_1" should be "MISSILES_2_PLAYER"--again, doesn't affect the end result, but confusing.
Thanks so much for this guide. I'm really getting into FTL modding and you made it so much easier for me to do so!
Just wanted to let you know of three errors that I found in your code:
First, in Part 1, when you instruct the user to change the projectile animations, you missed one entry:
Do the same as last time and change the code to:
Code: Select all
<animSheet name="missile_4" w="32" h="80" fw="32" fh="80">weapons/missile_4.png</animSheet>
<anim name="missile_4">
<sheet>missile_1</sheet>
<desc length="1" x="0" y="0"/>
<time>1</time>
</anim>Then, two minor details about your "before" code in Part 4:
Your code already has the entry changed:___________________________________________
PART 4(EXTRA)
___________________________________________
Alright then, step 1!
Step 1: Look for the file called Blueprints.xml in the data.dat-unpacked folder
Look for this part in the code:
Code: Select all
<weaponList count="2" missiles="8">
<weapon name="MISSILES_4"/>
<weapon name="LASER_BURST_3"/>
</weaponList>Then, the next part:
has the wrong entry listed:Do you see this part:
Code: Select all
<weaponList count="2" missiles="8">
<weapon name="MISSILES_1"/>
<weapon name="LASER_BURST_3"/>Thanks so much for this guide. I'm really getting into FTL modding and you made it so much easier for me to do so!
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tellreded
- Posts: 2
- Joined: Thu Sep 20, 2012 11:42 pm
Re: [Modding]Creating your own weapons
is seriously nobody else getting this error?
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AtillaBosma
- Posts: 56
- Joined: Tue Sep 18, 2012 3:51 pm
Re: [Modding]Creating your own weapons
Ah, thanks a lot for finding those errors in the tutorial!Cash at Folsom wrote:Great writeup! I just used it to create a "nuke" weapon that is slow and resource-intensive, but does massive damage.
Just wanted to let you know of three errors that I found in your code:
First, in Part 1, when you instruct the user to change the projectile animations, you missed one entry:
Do the same as last time and change the code to:The <sheet> entry, if left unchanged as it is above, did not properly replace the projectile in my tests. Switching it to "missile_4" [or whatever your custom projectile is named] worked for me.Code: Select all
<animSheet name="missile_4" w="32" h="80" fw="32" fh="80">weapons/missile_4.png</animSheet> <anim name="missile_4"> <sheet>missile_1</sheet> <desc length="1" x="0" y="0"/> <time>1</time> </anim>
Then, two minor details about your "before" code in Part 4:
Your code already has the entry changed:___________________________________________
PART 4(EXTRA)
___________________________________________
Alright then, step 1!
Step 1: Look for the file called Blueprints.xml in the data.dat-unpacked folder
Look for this part in the code:
Shouldn't really affect following your guide, but it did confuse me initially.Code: Select all
<weaponList count="2" missiles="8"> <weapon name="MISSILES_4"/> <weapon name="LASER_BURST_3"/> </weaponList>
Then, the next part:
has the wrong entry listed:Do you see this part:
"MISSILES_1" should be "MISSILES_2_PLAYER"--again, doesn't affect the end result, but confusing.Code: Select all
<weaponList count="2" missiles="8"> <weapon name="MISSILES_1"/> <weapon name="LASER_BURST_3"/>
Thanks so much for this guide. I'm really getting into FTL modding and you made it so much easier for me to do so!
I'll quickly fix them, I'll also put your name in the OP.
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Alblaka
- Posts: 98
- Joined: Thu Sep 20, 2012 1:41 pm
Re: [Modding]Creating your own weapons
I've yet to figure out what BP is, as well...
A random theory, it could be botPriority, aka how AI assigns energy to the weapons in case it runs out of energy for all weapons. Just a wild guess though.
A random theory, it could be botPriority, aka how AI assigns energy to the weapons in case it runs out of energy for all weapons. Just a wild guess though.
Greetz,
Alblaka
Alblaka
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Retro
- Posts: 27
- Joined: Thu Sep 20, 2012 2:34 pm
Re: [Modding]Creating your own weapons
Sorry to go off topic but: Hi Alblaka, are you the same Alblaka from the minecraft mod IC2?Alblaka wrote:I've yet to figure out what BP is, as well...
A random theory, it could be botPriority, aka how AI assigns energy to the weapons in case it runs out of energy for all weapons. Just a wild guess though.
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AtillaBosma
- Posts: 56
- Joined: Tue Sep 18, 2012 3:51 pm
Re: [Modding]Creating your own weapons
Yeah, we're gonna need someone to do some more research for that, because no one really knows what BP is.Alblaka wrote:I've yet to figure out what BP is, as well...
A random theory, it could be botPriority, aka how AI assigns energy to the weapons in case it runs out of energy for all weapons. Just a wild guess though.
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Alblaka
- Posts: 98
- Joined: Thu Sep 20, 2012 1:41 pm
Re: [Modding]Creating your own weapons
Just noticed bp is present in crewBlueprints as well, thus it's either multi-functional or not related to weapon priority order.
Effectively, BluePrint itself would be the most common meaning of bp, but I still have no idea what it's used for.
@Retro: Jup.
Effectively, BluePrint itself would be the most common meaning of bp, but I still have no idea what it's used for.
@Retro: Jup.
Greetz,
Alblaka
Alblaka