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Author Topic: Adding custom ships  (Read 229960 times)

Sproginator

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Re: Adding in custom ships
« Reply #345 on: May 23, 2012, 04:18:12 PM »

Tip: if you don't specify bounds (or specify empty bounds, I forget which), the game will use a circular collision area based on the collisionRadius.

As to the coordinate system, I forget exactly what it is :) It's x,y w/ the ship facing to the right (i.e. towards 0 degrees). The origin might be at the middle of the sprite, or at the rotation center of the ship.


As you might have guessed, there is a ship editor (which is the reason I don't have to remember this anymore). It's not quite ready for prime time, but at some point we'll polish it up and release it.

*** YEH SPOILERS :D
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2_Wycked

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Re: Adding custom ships
« Reply #346 on: May 23, 2012, 04:39:01 PM »

I could be wrong, but aren't there already several ship editors? Or are you talking more of a all-in-one modding tool?

Either one would be nice.
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CrashToDesktop

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Re: Adding in custom ships
« Reply #347 on: May 23, 2012, 05:14:25 PM »

It was very interesting to see the development of the Junk Pirates, and then some ships I've never seen before.  Ah, I enjoyed those old days where there weren't any modding programs and where every new ship counted a lot in our hearts.  My personal favorite was the "atlas v2," I'd like to see tha sucker in my own game. ;D
<makes mental note to clean up the graphics folder>  ;D
Psst....you still haven't done this Alex!
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billi999

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Re: Adding custom ships
« Reply #348 on: May 24, 2012, 04:48:40 AM »

I made a thread about getting custom ships to be added to the existing supply convoys, and I'm not sure whether it worked or not but I never had a chance to figure out - my save files for testing wouldn't load because my script file was causing errors with a tritach supply convoy even though the script modified the Hegemony supply convoy. I can't not load the save until after some arbitrary point in time or event in a save, then the error starts to occur. Thus I can't test for if it's working at all because by the time a hegemony supply convoy arrives I can't load my save again. Here is my HegemonyConvoySpawnPoint code:

Code
package data.scripts.world.corvus;

import java.util.List;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.Script;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.fleet.FleetMemberType;

import data.scripts.world.BaseSpawnPoint;
import data.scripts.world.HegemonyConvoySpawnPoint;

@SuppressWarnings("unchecked")
//public class HegemonyConvoySpawnPoint extends BaseSpawnPoint
public class HegemonyConvoySpawnPointShipPack extends HegemonyConvoySpawnPoint
{

private static String [] ships =
{
"sentinel_Hull",
"buffalob_Hull",
"manta_Hull",
"crow_Hull",
"cobra_Hull",
"lance_Hull",
};
}

And yes, I did call one of my ships lance...it was before I knew about the other ship by the same name.
« Last Edit: May 24, 2012, 04:51:55 AM by billi999 »
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icepick37

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Re: Adding custom ships
« Reply #349 on: May 24, 2012, 09:20:26 AM »

I could be wrong, but aren't there already several ship editors? Or are you talking more of a all-in-one modding tool?

Either one would be nice.

I think it would be an actual in-game editor. All official and everything.
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Vandala

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Re: Adding custom ships
« Reply #350 on: May 24, 2012, 09:25:54 AM »

I think it would be an actual in-game editor. All official and everything.
Oh man, that would be pretty cool.

Upgradecap

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Re: Adding custom ships
« Reply #351 on: May 24, 2012, 10:56:54 AM »

I think it would be an actual in-game editor. All official and everything.
Oh man, that would be pretty cool.

I agree!  Though it'd be better to release the modding tool after 1.00 :)
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Avan

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Re: Adding custom ships
« Reply #352 on: May 25, 2012, 12:00:28 AM »

Why is that? Well, beyond feelings of perfectionism.

RutilantSky

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Re: Adding custom ships
« Reply #353 on: May 25, 2012, 12:59:39 PM »

Hello all would like to share my first attempts at "frankenspriting"...

Refitted valkyrie, named the 'panther'
3 medium sized ballistic slots,
8 small sized ballistic slots
2 small sized missile slots


And I'm very proud on my latest, did take a couple of evenings to get it done like this...

Another member of the space-faring war birds, named the 'hawk'
4 medium sized ballistic slots
1 medium sized missile slot
3 small sized energy slots

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DarkMajor21

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Re: Adding custom ships
« Reply #354 on: May 26, 2012, 11:30:58 AM »

I am currently working on a fighter wing, but I realized that I have no idea how to get weapons on them because fighters can't be refitted and other fighters come with weapons on them so how can I add weapons to my fighters?
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CrashToDesktop

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Re: Adding custom ships
« Reply #355 on: May 26, 2012, 11:38:24 AM »

I am currently working on a fighter wing, but I realized that I have no idea how to get weapons on them because fighters can't be refitted and other fighters come with weapons on them so how can I add weapons to my fighters?
Have you tried using Trylobot's Editor?  If you have, it's the same process with fighters as any other ship, just that you skip out on the .cvs editing (I find it easier to do that y hand, without the editor for fighters).
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DarkMajor21

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Re: Adding custom ships
« Reply #356 on: May 26, 2012, 11:41:45 AM »

I am currently working on a fighter wing, but I realized that I have no idea how to get weapons on them because fighters can't be refitted and other fighters come with weapons on them so how can I add weapons to my fighters?
Have you tried using Trylobot's Editor?  If you have, it's the same process with fighters as any other ship, just that you skip out on the .cvs editing (I find it easier to do that y hand, without the editor for fighters).

I use rebull and Trylobots editor because I like things on both of them, and I don't use his .cvs I like to do it on excel or open office I find it much easier. But with any other ship I can just add them to the game and give them weapons in game I can not do that with fighters due to the face that they can not be refitted.
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CrashToDesktop

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Re: Adding custom ships
« Reply #357 on: May 26, 2012, 11:44:14 AM »

But with any other ship I can just add them to the game and give them weapons in game I can not do that with fighters due to the face that they can not be refitted.
Well...what do you want to do? change the existing weapons on a stock fighter?
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I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

DarkMajor21

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Re: Adding custom ships
« Reply #358 on: May 26, 2012, 12:19:17 PM »

No make a completely new fighter from scratch.
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CrashToDesktop

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Re: Adding custom ships
« Reply #359 on: May 26, 2012, 01:39:11 PM »

No make a completely new fighter from scratch.
Well, do the same thing with any other ship, press 2 to add weapons in Trylobot's editor.  Edit the ship_data.cvs and the wing_data.cvs. Easy as that....I don't understand what's so hard.
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I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.
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