Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Morrokain on July 18, 2012, 02:40:20 PM

Title: 0 flux generation bug?
Post by: Morrokain on July 18, 2012, 02:40:20 PM
Ok so my mod is just a few play tests away from release, but I am having an issue with one of my custom weapons. It uses the vulcan cannon spite and weapon file slightly modified. The problem I am having is that when I put 10 energy per shot into the weapon data spreadsheet, it shows up in game as 0 flux generated in the weapon groups with "NaN" in the flux per second category of the weapon description. Not sure what could be causing it. Any ideas?

Here is the weapon file:

{
   "id":"pdplasma",  # this id must match what's in the spreadsheet
   "specClass":"projectile",
   "type":"ENERGY",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/vulcan_cannon_turret_base.png",
   "turretGunSprite":"graphics/weapons/vulcan_cannon_turret_recoil.png",
   "hardpointSprite":"graphics/weapons/vulcan_cannon_hardpoint_base.png",
   "hardpointGunSprite":"graphics/weapons/vulcan_cannon_hardpoint_recoil.png",
   "visualRecoil":3.0,  # the gun sprites are only used if this is non-0
   "turretOffsets":[12, -2, 12, 2],
   "turretAngleOffsets":[0, 0],
   "hardpointOffsets":[17, -2, 17, 2],
   "hardpointAngleOffsets":[0, 0],
   "renderHints":[RENDER_BARREL_BELOW],
   "barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
   "animationType":"MUZZLE_FLASH",
   "muzzleFlashSpec":{"length":20.0,   # only used if animationType = MUZZLE_FLASH
                  "spread":0.0,
                  "particleSizeMin":12.0,
                  "particleSizeRange":12.0,
                  "particleDuration":0.12,
                  "particleCount":12,
                  "particleColor":[100,100,255,255]},      
   "projectileSpecId":"autopulse_shot",  # projectile that will be fired
   "fireSoundTwo":"energy_pulse",
}

Keep in mind that the two other small weapons that use different gun sprites that I use on my fighter wings don't seem to generate any flux either.

I'm stumped  :-[
Title: Re: 0 flux generation bug?
Post by: Alex on July 18, 2012, 03:08:19 PM
In weapon_data.csv, what did you specify for the charge up/charge down/burst delay/burst size? Sounds like the game thinks the weapon has an infinite rate of fire - i.e, up + down is 0, and possibly burst delay (if the burst size is >1).
Title: Re: 0 flux generation bug?
Post by: Morrokain on July 18, 2012, 04:57:24 PM
In weapon_data.csv, what did you specify for the charge up/charge down/burst delay/burst size? Sounds like the game thinks the weapon has an infinite rate of fire - i.e, up + down is 0, and possibly burst delay (if the burst size is >1).

*facepalm* I can't believe I didn't see it earlier haha. I had the burst size set to 0 by mistake. Ugh. Well thanks for the fast help Alex. Release should be in the next couple days maybe even today if I am feeling ambitious  :D