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Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Fri May 15, 2015 10:07 pm
by NarnKar
ASB has no gun sprite. Its bullet sprite is PDS_shot in the weapons folder (last I checked).

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Fri May 15, 2015 10:28 pm
by TheOneAndOnlyRuffDuf
Thanks! that's what I was looking for!

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Sun May 17, 2015 10:12 pm
by zaphod_
What's wrong with this animation code? It defaults to the basic laser animation in game.

Code: Select all

<animSheet name="disruptor_laser" w="176" h="62" fw="22" fh="62">weapons/disruptorlaser1.png</animSheet>
<weaponAnim name="disruptor_laser">
	<sheet>disruptor_laser</sheet>
	<desc length="8" x="0" y="0"/>
	<chargedFrame>1</chargedFrame>
	<fireFrame>5</fireFrame>
	<firePoint  x="16" y="7"/>
	<mountPoint x="5" y="47"/>
	<chargeImage>weapons/disruptorlaser_glow.png</chargeImage>
</weaponAnim>
The weapon blueprint:

Code: Select all

<weaponBlueprint name="DISRUPTOR_LASER_1">
	<type>BURST</type>
	<flavorType>Takes down shields</flavorType>
	<title>Disruptor Laser Mark I</title>
	<tip>tip_flak</tip>
	<short>Disruptor Laser I</short>
	<desc>Fires a burst of low focus lasers. Takes down shields but doesn't do much else.</desc>
	<tooltip>Good alongside high-damage sister weapons.</tooltip>
	<radius>42</radius>
	<damage>1</damage>
	<shots>1</shots>
	<sp>0</sp>
	<spin>0</spin>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>10</cooldown>
	<power>2</power>
	<cost>65</cost>
	<bp>10</bp>
	<speed>50</speed>
	<rarity>2</rarity>
	<projectiles>
		<projectile count="1" fake="false">disruptorlaser_shot</projectile>
		<projectile count="4" fake="true">disruptorlaser_shot</projectile>
	</projectiles>
	<launchSounds>
		<sound>heavyLaser1</sound>
		<sound>heavyLaser2</sound>
		<sound>heavyLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>flakImpact1</sound>
		<sound>flakImpact2</sound>
		<sound>flakImpact3</sound>
		<sound>flakImpact4</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>disruptor_laser</weaponArt> 
	<iconImage>disruptor_laser</iconImage>
</weaponBlueprint>

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Mon May 18, 2015 2:42 am
by FearTheBlaziken
Is it possible to mod/create an event that can unlock a Type B ship before Type A is Unlocked?
Example - Some Modded Event can unlock the Noether (Zoltan B) even if a player doesn`t have The Adjudicator (Zoltan A)

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Mon May 18, 2015 3:16 am
by stylesrj
FearTheBlaziken wrote:Is it possible to mod/create an event that can unlock a Type B ship before Type A is Unlocked?
Example - Some Modded Event can unlock the Noether (Zoltan B) even if a player doesn`t have The Adjudicator (Zoltan A)
Nope. I believe it's tied to the ship itself.
So no ,you can't get the Crystal B before the Crystal A (that's what you're really asking for isn't it?)

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Mon May 18, 2015 3:51 am
by TheFallenAngel359
Technically, you could. Type B-unlocks are tied to the achievements, so you could give the player two of the three achievements, unlocking the ship. I've messed around with the FTL Profule Editor, and found that having two achievements without the Type A variant of the ship will unlock it.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Mon May 18, 2015 12:57 pm
by Biohazard063
zaphod_ wrote:What's wrong with this animation code? It defaults to the basic laser animation in game.
[/code]
I've been told the following when the basic laser pops up when you don't want it :
Sleeper Service wrote:Check your entries, that happens if you assign a bad weapon ID to a ship if I remember correctly. The game can't find the correct weapon and puts that dummy basic laser in as a placeholder.
For me the problem ended up being a typo. Not sure if this will help you or not though...
All I can still say, not knowing your modding skill, is to make sure you don't have any typos (in the code and the names of the images) and the images you're using are in the correct directories.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Mon May 18, 2015 3:14 pm
by kartoFlane
Shameless plug: FTL ErrorChecker should be able to find such error without too much trouble

.assets, more like .aaarrrggghhhh

Posted: Mon May 25, 2015 1:14 am
by TheOneAndOnlyRuffDuf
(Solved)

Re: Questions here: an inquiry thread! [Updated Sep 15th, 20

Posted: Sun May 31, 2015 2:47 pm
by Biohazard063
Got an issue with a drone schematic I'm modding.
I want to create a duplicate of the ion intruder drone so it only take 1 power to use.
Took the blueprint of the original, changed the blueprint name, changed the power requirement.
Loaded it on my ship and I get this :
Image
Note this is still in testing, so not the final starting equipment ! Double drones do some weird stuff...
So as you can see, the icon shows a standard boarding drone and it also acts like a standard boarding drone when used.

Here's the code I'm using :

Code: Select all

<droneBlueprint name="NEWBOARDER_ION">
	<type>BOARDER</type>
	<tip>tip_boarding</tip>
	<locked>1</locked>
	<title>Ion Intruder Drone</title>
	<short>I. Intruder</short>
	<desc>Breaches through the enemy hull and randomly ionizes systems.</desc>
	<power>1</power>
	<speed>18</speed>
	<cost>65</cost>
	<rarity>0</rarity>
	<iconImage>ionD</iconImage>
</droneBlueprint>
In the ship blueprint it also says :

Code: Select all

<droneList drones="10" count="3">
		<drone name="NEWBOARDER_ION" />
		<drone name="NEWBOARDER_ION" />
		<drone name="NEWBOARDER" />
	</droneList>
With NEWBOARDER being the modded standard boarding drone which works.
I tried putting the droneblueprint in the blueprints.xml.append, got the above pic.
And tried putting it in dlcBlueprints.xml.append, got the above pic as well.

Any ideas? If it should work as it stands, let me know as well please. Always good to know that I'm just the one to have fudged up. It uses already existing images and animations so... Or is this a " Every drone blueprint needs a separate animation code as well even if you just change the power requirement." deal?