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Author Topic: Making ufos' "modSprite:" work?  (Read 3198 times)

Offline robin

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Making ufos' "modSprite:" work?
« on: August 11, 2014, 07:24:54 pm »
ufos:
  - type: STR_MIB_COVERUP_0
    size: STR_SMALL
    modSprite: interception_jammed

  - type: interception_jammed
    singleImage: true
    width: 160
    height: 52
    files:
      0: Resources/men_in_black/interception_jammed.gif

But it shows the very small ufo scout image instead of that image.
I also tired to put the image in its own directory; and removed the "_" ("interceptionjammed"); but I got no result.
This on v1.0
« Last Edit: August 11, 2014, 07:28:08 pm by robin »

Offline Dioxine

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Re: Making ufos' "modSprite:" work?
« Reply #1 on: August 12, 2014, 12:30:00 am »
Your code is valid... make sure though if your STR_MIB_COVERUP_0 doesn't contain stuff you don't want it to, like:

    sprite: 0

:)

Offline robin

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Re: Making ufos' "modSprite:" work?
« Reply #2 on: August 12, 2014, 12:33:30 am »
I completely removed that line..

  - type: STR_MIB_COVERUP_0
    size: STR_SMALL
    modSprite: interception_jammed
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 20
    score: 75
    reload: 28
    breakOffTime: 125
    battlescapeTerrainData:
      name: CRAFT00
      mapDataSets:
        - BLANKS
        - C_EXT02
        - C_WALL02
        - C_BITS
      mapBlocks:
        - name: CRAFT00
          width: 10
          length: 20

.. unless you're telling me to add it.

Offline Dioxine

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Re: Making ufos' "modSprite:" work?
« Reply #3 on: August 12, 2014, 12:37:10 am »
Very strange. If that's not another case of Dev Meddling (DEFAULT DAT SPRITE TO 0!), it's either that you have that UFO declared two times in your code, or gremlins. And no, the line should stay removed, that's how I'm making my custom interceptor pictures work.