Re: [Modding]Creating your own weapons
Posted: Sat Jun 08, 2013 3:55 am
How would I get this weapon I just created into a .ftl file that I can import into superluminal?
Official Forum for FTL: Faster Than Light and Into the Breach
https://mail.subsetgames.com/forum/
I don't think superluminal suports custom weapons. But you can export your ship, put your weapon mod and your ship mod together and than add the weapon to your ship blueprint.Thunderr wrote: How would I get this weapon I just created into a .ftl file that I can import into superluminal?
I think all the modders try to save work just making a general mod including all their mods. Me for example, i used back in the days some modifications to delay the fleet, more scrap at the beginning, and more enemy classes. So i merged all of em in 1, and i ven using some features in my mod omicron dynasty.Thunderr wrote:Tha doesn't really answer my question. I wondeted how you turn the code tou sdded in the blueprints.xml, autoblueprints.xml, and animations.xml into a usable .ftl file without repackaging all the game code. Also, is it possible to combine mods into a single .ftl file?
For that you just have to coppy the contend of the different xml.appends of the one mod into the xml.appends of the other mod. Contend of blueprints.xml.append from mod 1 goes into blueprints.xml.append of mod 2 and so one. If the mods use custom sprites you have to copy all the image files as well of course.Thunderr wrote:Also, is it possible to combine mods into a single .ftl file?
Honestly I have no idea how to create one from scratch. I think its just a text file, you can just copy one from other mods and fill it with your own stuff. Wait... I had this summary for weapon creation that I PMed someone... here it is:Thunderr wrote:how do you make the .xml.append file, and what should it have in it?
I recommend you look at the files of some other weapon mods, that might help you to further understand how that stuff is structured.Sleeper Service wrote:Weapon code is actually made up of three things:
1.: An animSheet. That tells the game where the weapon image file is, how big it is, how many animation frames it contains and how the game should navigate them. Goes into animations.xml.append and should look like this:
As you can see this tells the game the name of your weapon graphic. The image should be placed in img/weapons/.Code: Select all
<animSheet name="ba_missiles_peryton" w="84" h="44" fw="28" fh="44">weapons/ba_missiles_peryton_strip3.png</animSheet>
2.: An weaponAnim. That tells the game how to animate the weapon properly with the informations from the animSheet. Also tells the game which glow to use during weapon charging. Goes into animations.xml.append as well and should look like this:
As you can see it needs the corresponding animSheet in <sheet><sheet>. All the entries here have to match your weapon graphic to work properly.Code: Select all
<weaponAnim name="ba_missiles_peryton"> <sheet>ba_missiles_peryton</sheet> <desc length="3" x="0" y="0"/> <chargedFrame>1</chargedFrame> <fireFrame>2</fireFrame> <firePoint x="13" y="3"/> <mountPoint x="4" y="26"/> <chargeImage>weapons/ba_missiles_peryton_glow.png</chargeImage> </weaponAnim>
3.: A weapon blueprint. It tells the game how the weapon should behave and what stats it gets. Should be put into blueprints.xml.append. Should look like this for example:
As you can see, <weaponArt><weaponArt> needs the weaponAnim ID.Code: Select all
<weaponBlueprint name="BA_MISSILES_PERYTON"> <type>MISSILES</type> <title>Peryton Missile</title> <short>Peryton</short> <desc>Inventive but outdated missile design allows for two projectiles for the cost of one.</desc> <tooltip>Fires 2 missiles; 1 damage each; pierces all shields.</tooltip> <damage>1</damage> <missiles>1</missiles> <shots>2</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>10</cooldown> <power>2</power> <cost>45</cost> <bp>7</bp> <rarity>1</rarity> <image>ba_missile_swarm</image> <launchSounds> <sound>smallMissile1</sound> <sound>smallMissile2</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <hitShieldSounds> <sound>hitShield1</sound> <sound>hitShield2</sound> <sound>hitShield3</sound> </hitShieldSounds> <missSounds> <sound>miss</sound> </missSounds> <weaponArt>ba_missiles_peryton</weaponArt> </weaponBlueprint>
<weaponArt></weaponArt> defines the weapons projectile. If you have a costume projectile made then this also needs an own animSheet and Anim in animations.xml.append. Else you can just use vanilla projectiles.