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1.9.5.5 modding fighter weapon fx?

 
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1.9.5.5 modding fighter weapon fx? - 6/30/2014 9:08:47 PM   
Chestburster

 

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Joined: 6/30/2014
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Heya,

I've recently tried to change the weapon fx of the vanilla and extended fighters. But after switching the index from 0 to 8 the standard fighter are still using the 0 fx file. So.. am i doing something wrong or is it bugged?
Post #: 1
RE: 1.9.5.5 modding fighter weapon fx? - 7/1/2014 2:37:21 AM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
Try it again, awhile back i made some changes to regular weapons and at first it seemed to not work. I reported it on these forums and was told it SHOULD work so i went back and tried again it miraculously did. Also double check that you are not just editing the vanilla file. If you load a different version of the file in your theme folder it will override any changes you made to the vanilla one.

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(in reply to Chestburster)
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RE: 1.9.5.5 modding fighter weapon fx? - 7/1/2014 7:52:41 AM   
Chestburster

 

Posts: 8
Joined: 6/30/2014
Status: offline
Nope, it doesn't work. They won't use the new fx definitions. Doesn't matter if i use already existing index numbers or completely new ones.

These are my current fighter values:

0, Standard Fighter, 0, 100000, 30, 8,			105, 10, 36, 0.8, 0,		10, 0.5, 0, 80, 40,		0, 18, 3, 160, 4, 370, 1, 700,		laser.wav
1, Light Interceptor, 0, 200000, 35, 9,			120, 10, 42, 0.87, 1,		15, 0.6, 0, 83, 45,		0, 18, 4, 180, 4, 410, 1, 700,		laser.wav
2, Tactical Interceptor, 0, 400000, 40, 10,		135, 10, 48, 0.94, 2,		20, 0.75, 0, 86, 50,		0, 19, 5, 200, 4, 430, 1, 700,		laser2.wav
3, Advanced StarFighter, 0, 600000, 45, 12,		150, 10, 54, 1.01, 2,		25, 1.0, 1, 89, 55,		0, 20, 6, 220, 4, 450, 1, 700,		laser2.wav
4, Superiority StarFighter, 0, 800000, 50, 14,		165, 10, 60, 1.08, 3,		30, 1.25, 1, 92, 60,		0, 21, 7, 240, 4, 480, 1, 700,		laser4.wav

18, 19, 20 and 21 are custom projectiles but the game is still playing the old ones. Same goes for the bombers but they are using 9, 10, 11 and 12.

< Message edited by Chestburster -- 7/1/2014 8:53:00 AM >

(in reply to Unforeseen)
Post #: 3
RE: 1.9.5.5 modding fighter weapon fx? - 7/2/2014 7:16:26 AM   
Chestburster

 

Posts: 8
Joined: 6/30/2014
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After even more testing it looks like i just can't get any of the fighters to use the new fx. Other weapons accept the changes but ALL fighters are just using the beam_0.png. So it seems more like a bug in the game than an error on my side.

I've changed both files, vanilla and the themed one, just to be sure it will load the right edits.

(in reply to Chestburster)
Post #: 4
RE: 1.9.5.5 modding fighter weapon fx? - 7/4/2014 5:13:19 AM   
Chestburster

 

Posts: 8
Joined: 6/30/2014
Status: offline
After even more fiddling around (using different encodings for the file, changing fighter stats, adding new, removing old, changing vanilla file etc..) i came to the following conclusion:

Fighters with type 0 (beam) are always using beam_0.png
Fighters with type 1 (torpedo) are always using torpedo_0.png
Fighters with type 2 (missile) are always using torpedo_0.png

So, could that be fixed with the .6 release? I would appreciate it.

(in reply to Chestburster)
Post #: 5
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