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Modding / Re: [0.97a-RC11] Custom LPCs v1.2.0 - Create your own wings! (2024.04.01)
« on: April 14, 2024, 07:03:57 AM »
Can this work for missions as well as campaign?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
That'll be [0.96a] Order from the Boss by A-111164.
I appreciate you reaching out but I am sorry I could not be more help more. I am an ameture mod maker and not as knowledgeable as other mod authors, maybe Sundog would have a better answer if you ask on their mod thread.
Roger Bacon, as in the famous DW2 modder?
{
"id":"sfb_mine_caster_shot",
"specClass":"projectile",
"spawnType":"BALLISTIC",
"collisionClass":"PROJECTILE_FF",
"collisionClassByFighter":"PROJECTILE_FF",
"onFireEffect":"data.scripts.weapons.SFB_Mine_Caster_OnFireEffect",
"length":75,
"width":75,
"fadeTime":1,
"fringeColor":[68,250,150,255],
"coreColor":[112,165,192,255],
"explosionColor":[68,250,50,255], # purely visual
"explosionRadius":30, # purely visual
"textureType":["graphics/fx/emp_arcs.png","graphics/fx/emp_arcs.png"],
"hitGlowRadius":100,
"textureScrollSpeed":0.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/missiles/sfb_Mine_Caster_shot.png"
{
"id":"SFB_Mine_Caster", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"MISSILE",
"size":"MEDIUM",
"displayArcRadius":550,
"turretSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",
"turretGlowSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",
"hardpointSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",
"hardpointGlowSprite":"graphics/weapons/sfb_Mine_Caster_turret.png",
"glowColor":[68,150,150,255],
"turretOffsets":[28, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[28, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"LINKED", # or ALTERNATING. whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",
"muzzleFlashSpec":{"length":50.0, # only used if animationType = MUZZLE_FLASH
"spread":90.0,
"particleSizeMin":5.0,
"particleSizeRange":20.0,
"particleDuration":0.25,
"particleCount":25,
"particleColor":[68,250,50,255]},
"autocharge":true, # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"sfb_mine_caster_shot", # projectile that will be fired
"fireSoundTwo":"mine_caster_fire",
}
{
"id":"sfb_Mine_Caster_shot",
"specClass":"missile",
"missileType":"MISSILE",
"sprite":"graphics/missiles/sfb_Mine_Caster_shot.png",
"onFireEffect":"data.scripts.weapons.SFB_Mine_Caster_OnFireEffect",
"size":[6,8],
"center":[3,5],
"collisionRadius":5,
"collisionClass":"MISSILE_NO_FF",
"explosionColor":[255,255,100,255], # purely visual, will get a white additively blended core on top of this color
"explosionRadius":90, # purely visual
"flameoutTime":0.5,
"noEngineGlowTime":0.5,
"fadeTime":0.5,
"engineSpec":{"turnAcc":360,
"turnRate":360,
"acc":2000,
"dec":2000},
"engineSlots":[{"id":"ES1",
"loc":[-6, 0],
"style":"CUSTOM",
"styleSpec":{
"mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
"engineColor":[240,163,32,255],
"glowSizeMult":1.5,
"contrailDuration":1,
"contrailWidthMult":0.75,
"contrailWidthAddedFractionAtEnd":1, # can be negative. makes trail spread out/narrow at the end
"contrailMinSeg":5, # min segment length, in pixels
"contrailMaxSpeedMult":0.5f,
"contrailAngularVelocityMult":0.5f,
#"contrailSpawnDistMult":0f, # how far away from engine it starts
"contrailColor":[240,163,32,150],
"type":"SMOKE" # GLOW or SMOKE; additive or regular blend mode
},
"width":4.0,
"length":25.0,
"angle":180.0},
]
}
In 0.96 those ships should be build nevertheless AFAIK. Have you updated your Starsector?Yes, I'm running the latest version of StarSector. Also, I've build those ships before in previous games. I've never had a monthly shipbuilding number so high before and had more than one heavy industry planet. Maybe that has something to do with it?