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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Fri Mar 03, 2017 8:14 am
by Chrono Vortex
Xenaero wrote:I seem to be rather hung up on giving multiple weapons or augmentation rewards to the player in an event. I'm going to assume it's not possible to do in one event block. Are there any examples of an efficient way of doing this? I've done a couple searches but the answer has eluded me. Thanks in advance for any help.
I believe DryEagle's
Descent into Darkness mod accomplishes this in the event for the first beacon.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Mon Mar 20, 2017 1:52 am
by LaytheDragon
Could someone please share the steps necessary in modding in an enemy ship after completing and exporting it as a .ftl file from Superluminal?
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Tue Mar 21, 2017 1:45 am
by Sleeper Service
First you need to make sure that you have indeed created an enemy ship. Player ships won't do, Slipstream has a seperate setting for creating enemy ships. What ships can appear as enemies ingame is governed by bleuprint lists in
autoBlueprints.xml. Like this one for example:
Code: Select all
<blueprintList name="SHIPS_ZOLTAN">
<name>ZOLTAN_FIGHTER</name>
<name>ZOLTAN_BOMBER</name>
</blueprintList>
To mod in your ship first extract the game data with SMM. Now look at
autoBlueprints.xml and decide which ship lists you want the enemy to be part of. Create a
autoBlueprints.xml.append file containing those lists, with your ship added to them as a new entry. Like this;
Code: Select all
<blueprintList name="SHIPS_ZOLTAN">
<name>ZOLTAN_FIGHTER</name>
<name>ZOLTAN_BOMBER</name>
<name>MY_SHIP_ID_FOUND_IN_SHIP_BLUEPRINT</name>
</blueprintList>
(You can influence the likelihood of your ship appearing by adding it multiple times. Entries in lists are selected randomly with equal chance for each entry). Save your
.append file and place it in the data folder of your uncompressed ship mod. Re-compress your ship mod into an
.flt file and you are done.
If you want to ensure compatibility you can use SMMs advance tags to "inject" your ship into any existing lists. This ensure that your mod does not overwrite lists that have been changed by other mods. SMMs readme explains a little how to use the tags, but if you want details you'll have to ask someone else (I don't have much experience with that stuff).
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Tue Mar 21, 2017 4:25 am
by mr_easy_money
LaytheDragon wrote:*snip*
Sleeper Service wrote:If you want to ensure compatibility you can use SMMs advance tags to "inject" your ship into any existing lists. This ensure that your mod does not overwrite lists that have been changed by other mods. SMMs readme explains a little how to use the tags, but if you want details you'll have to ask someone else (I don't have much experience with that stuff).
adding on to this...
here is a link that basically is an example of some of them,
http://subsetgames.com/forum/viewtopic.php?t=26426 , though I'm not really sure how to implement mod:findComposite. if you search this thread or the slipstream one with one of the mod commands (such as findLike, findWithChildLike, mod:selector, mod:findComposite, etc) you'll probably bump into some knowledge on how to use them correctly. if you find yourself confused on how to use them just ask in this thread with an example and some one will probably sort you out.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Fri Mar 24, 2017 2:08 pm
by Sixfortyfive
Can anyone help me figure out how to get the computer terminal glow (manning glow) working correctly on new room layouts?
This is the current version of the mod file for the ship I'm working on right now (playable Rebel Flagship):
http://sixfortyfive.com/temp/ftl/test.ftl
In short, I guess I'm asking why this code in rooms.xml.append doesn't appear to be doing anything:
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<roomLayout name="sixfortyfive_room_engines">
<computerGlow x="5" y="1" dir="UP"/>
</roomLayout>
<roomLayout name="sixfortyfive_room_weapons">
<computerGlow x="54" y="7" dir="RIGHT"/>
</roomLayout>
The piloting and shield rooms on this ship use standard, unmodified room layouts, and as such, their computer terminals glow properly. Even if I edit those two particular room layouts in this append file (say, by moving the position of the glow effect), those changes get applied and displayed correctly.
However, I haven't figured out a way to get the glow effect to appear for these new room layouts. I've tried specifying the default image set name (name = "glow") in the computerGlow tag. I've tried duplicating the default glow image set and implementing that through Superliminal. No changes seem to take hold, though.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Fri Mar 24, 2017 2:41 pm
by meklozz
Sixfortyfive wrote:Can anyone help me figure out how to get the computer terminal glow (manning glow) working correctly on new room layouts?
This is the current version of the mod file for the ship I'm working on right now (playable Rebel Flagship):
http://sixfortyfive.com/temp/ftl/test.ftl
In short, I guess I'm asking why this code in rooms.xml.append doesn't appear to be doing anything:
Code: Select all
<roomLayout name="sixfortyfive_room_engines">
<computerGlow x="5" y="1" dir="UP"/>
</roomLayout>
<roomLayout name="sixfortyfive_room_weapons">
<computerGlow x="54" y="7" dir="RIGHT"/>
</roomLayout>
The piloting and shield rooms on this ship use standard, unmodified room layouts, and as such, their computer terminals glow properly. Even if I edit those two particular room layouts in this append file (say, by moving the position of the glow effect), those changes get applied and displayed correctly.
However, I haven't figured out a way to get the glow effect to appear for these new room layouts. I've tried specifying the default image set name (name = "glow") in the computerGlow tag. I've tried duplicating the default glow image set and implementing that through Superliminal. No changes seem to take hold, though.
Code: Select all
<roomLayout name="sixfortyfive_room_engines">
automatically adds 'room_' at the start, renaming your img to 'room_sixfortyfive_room_weapons' and changing the line in the ship blueprint to
Code: Select all
<weapons power="8" room="5" start="true" img="room_sixfortyfive_room_weapons">
fixes this.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Thu Mar 30, 2017 9:57 pm
by TaxiService
Can we make an artillery weapon where more system power meant more damage, or more projectiles?
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Fri Mar 31, 2017 12:32 am
by Chrono Vortex
TaxiService wrote:Can we make an artillery weapon where more system power meant more damage, or more projectiles?
I'm pretty sure that's hard-coded, but you could always put in a request to make that happen
here.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Tue Apr 11, 2017 10:28 pm
by igneduptoreportabug
Is there some kind of image that I can use to make my ship look like a "pirate" ship, or are they drawn on when people make these mods?
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Apr 12, 2017 12:44 am
by elijahdb
igneduptoreportabug wrote:Is there some kind of image that I can use to make my ship look like a "pirate" ship, or are they drawn on when people make these mods?
If you want pirate tattoos on a ship that's only a re-color I can do that for you.
