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I definitely support the idea of a dedicated modding advice discussion.
https://drive.google.com/open?id=0B3rnTT4fBMKtT1Y2ZUUzdnh5LWs
This is my first attempted at hadding a custom sound, so that might have something to do with it, however, I still can't seem to figure out specifically why its not working.
ok... its not your code, you even did the right sound format... no you made .jpg images, not only are those terrible for doing anything art related(they are only good format for highly categorized science functions or low file-size) but it actually brakes the game, and its not transparent...
sooo... use .png for images... and it will un-bork your mod.
i have it running in my game atm, not going to save it, too mee'mee, also nice screech, it sounds like one of the Russian soviet era land mattresses...
Are there strings i have to put somewhere for game to recognize my sound folder?
Thanks
@DoReCiakGulp - HP's trigger underneath the primary "hp", for example;
After the module takes 20 damage it runs the risk of explosion.
you should be able to play them, you just need to make sure the have the same naming when you call them, like when you want a firing sound you make sure the name is the same as the one in the 'sounds' folder
when it comes to sound as long as the extension and encoding is .ogg it should automaticly play when you use it... you also need to specify how many variations of sounds you have for it to work correctly and you should not add any extensions to internal references like images or sounds in your files, example:
also for the un-initiated to airships's mod style, the game starts counting from:
0, 1, 2 ,3 ~
instead of the human way of:
1, 2, 3, 4 ~
but saying you have 3 sounds still means you have 3 sounds and not 4 or 2
ok, you have to take a bunch of stuff into consideration, you need to keep in mind how explodeHP or fireHP work.
these variabels say one thing, the level at which something is guaranteed to happen when any kind of damage is applied...
to demonstrate this lets set up a scenario...
you have a module that has the following values(for simplicity were going to ignore all other vitals here, and ignoring how things are capitalised properly):
assuming adjacency hp bonus is disabled,
this module will start with armour and a healthpool of 4000,
when one piece of armour brakes the module will start taking damage,
when its hp reaches below 3000, any shot will make it catch fire(blast damage is 99% chance, penetration damage is something like 75% chance),
when the module reaches below 2000, the module will explode(~85% chance for all damage),
and when it does explode it will deal 5000 blast damage to all modules it's touching, if you are unlucky, it will chain react and make your ship transition from a solid to a gas in a timely manner.
this is exactly how a module with these stats would react, if we take into account the adjacency bonuses for hp(and you could get extra hp from modules with bonus ship hp) looking at a handy table gives us that if your module is less 65% covered on all sides it will start at less than its base hp, this base hp, if modified by this 'feature' and if your module happens to require more than one side to be open to the sky... well lets just say that you can start with the real hp being less than the fire or explosion hp levels(that don't change no mater what) and as result you will find your module to be very sensitive to enemy fire...
you can check how much hp it has in the ingame editor when you enable the data overlay for hp, you should always try to simulate 'normal' placement for your modded modules to see if they are not decorative powder kegs or oil soaked bonfire beacons...
battle start:
i hope you can see some of the effects displayed here...
on the first mod i have the internal graphics but the external appearences wont show up
on the second mod(a keel) all it shows is the background.
all i need is an explanation on what the different x, y's,w's and h's do as i can't figure it out myself: "appearance": {
"src": "Steam_Thruster_sprite",
"x": 1,
"y": 0,
"w": 4,
"h": 3
},
"externalApperances": [
{
"x": -1,
"y": -1,
"appearance": {
"src": "Steam_Thruster_sprite",
"x": -1,
"y": -1,
"w": 1,
"h": 3
the correct use of this would be...
well you are using negatives to find your apperance and that results in nothing(i'm suprised your mod did not fail to load!) use only positve numbers in your "appearance" -s
W is used to say how wide a sprite is and will go to the right of the XY you specified earlier. H is how high it is and will expand downwards from the XY you gave. if you don't specify these the game will use '1' automaticly.
if you go out of bounds for the coordinates by saying X=63 and giving it a W=2(or more) it will error out and not load the mod. also if the W and H does not match the W and H of the modules it will also error out.
"externalApperances" allows you to specify external sprites, it will require a position(else error). again it uses a XY. positive X is right, negative is left. Positive Y goes down, negative goes up. the XY will use the top-left corner of the module as 0, 0. and like the sprite its in 16*16 pixel increments.
you can also use more than one appearance here by using more brackets example:
fyi, [ ] have been replaced with ( ) in this piece of code due to steam sillyness