Re: [Tutorial] New Guide on creating weapons
Posted: Tue Oct 11, 2016 9:59 pm
i have :/Auron1 wrote:You may want to provide further details in the dedicated topic.kestrelfan wrote:ce on my cpu is broken
Official Forum for FTL: Faster Than Light and Into the Breach
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i have :/Auron1 wrote:You may want to provide further details in the dedicated topic.kestrelfan wrote:ce on my cpu is broken
No, you are not forced to use a glow.Auron1 wrote:I am building an Ion beam (yes, for science!), but I was wondering one thing about the animations. Using the "Pike Beam" as general ref., FTL beam weapons charge with their related glow.png becoming brighter every second → when they are at 100% FTL switches to the 2 second frame, the ready-to-fire image (the first frame is the weapon w/o power).
Is such behavior mandatory for all beams?
I mean, can I add a charging animation like lasers or am I forced to stick with the glow.png? Thanks
Uuuh, interesting mod there! I'm going to check that out ASAP.RAD-82 wrote:No, you are not forced to use a glow.Auron1 wrote:I am building an Ion beam (yes, for science!), but I was wondering one thing about the animations. Using the "Pike Beam" as general ref., FTL beam weapons charge with their related glow.png becoming brighter every second → when they are at 100% FTL switches to the 2 second frame, the ready-to-fire image (the first frame is the weapon w/o power).
Is such behavior mandatory for all beams?
I mean, can I add a charging animation like lasers or am I forced to stick with the glow.png? Thanks
If you want to see the power of an ion beam, check out my fleet. If you go down to the Jellybeam ship, you can find a link to a video by Biohazard063.
FTL doesn't play the same on every computer. When I developed that 1-length, 2-ion damage, 1-system damage, 1-shield-piercing beam seen in Biohazard's video, it would only hit shields twice on the computer I used, meaning it would only remove two layers of shields when I used it. When Biohazard uses it, you can see that it hits more than that, and will remove all shield layers from any ship. The continuous hits on shields is why the ion beam is considered overpowered.
I have finished creating the weapon animations, now I need to draw the "explosion" effect. I am not sure how it will look like yet...stylesrj wrote:Someone needs to test it... for science!
Imagine an "Experimental Neural Stunner" of some sort that doesn't always work but when it does, it works hard. Might make for an interesting gimmick gun or ship strategy.
Check sounds.xml and dlcSounds.xml, if something like flak has sound like flak and flakImpact1, the files have tags pointing to ogg like:Auron1 wrote:Can anyone explain me how sounds and images work when writing the Blueprints.xml file?
With my previous laser I used in-game sounds, but for the new weapons I would like to use different ones. However, when checking FTL vanilla blueprints.xml and CE one, I noticed that often the sounds have strange names, apparently unrelated to the .ogg files.
Code: Select all
<!-- Flak weapon sound -->
<flak volume="10">weapons/bp_missile_large.ogg</flak>
Code: Select all
<flakImpact1 volume="10">dlc/AESFX_FlakImpact1.ogg</flakImpact1>
Hmm, nope -- has to be a line.Ferociousfeind wrote:I don't know if this is a dumb question or not (or if I even should be posting here), but can you have an array of images as the my_weapon_strip.png, instead of just one long line? e.g.
1 - 2 - 3 - 4
5 - 6 - 7 - 8
9 -10-11-12
instead of
1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12
?
Alright, thanks.Arfy wrote:Hmm, nope -- has to be a line.Ferociousfeind wrote:I don't know if this is a dumb question or not (or if I even should be posting here), but can you have an array of images as the my_weapon_strip.png, instead of just one long line? e.g.
1 - 2 - 3 - 4
5 - 6 - 7 - 8
9 -10-11-12
instead of
1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12
?