Difference between revisions of "HowTo:Edit units.csv"

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(Columns in Units File)
Line 31: Line 31:
 
* Textual_Description ''(string)''
 
* Textual_Description ''(string)''
 
* Hud_image ''(string)''
 
* Hud_image ''(string)''
* Unit_Scale ''(float)''
+
* Unit_Scale ''(float)'' - Sets the scaling of the unit in the game
* Cockpit ''(string)''
+
* Cockpit ''(string)'' - Defines a cockpit for the ship. Points to a cockpit file. Extension <code>.cpt</code>. See also [[HowTo:Edit HUDs]].
* CockpitX ''(x=float)''
+
** CockpitX ''(x=float)'' - Coordinates where the Cockpit should be in the Unit/Ship
* CockpitY ''(y=float)''
+
** CockpitY ''(y=float)'' - Coordinates where the Cockpit should be in the Unit/Ship
* CockpitZ ''(z=float(meters))''
+
** CockpitZ ''(z=float(meters))'' - Coordinates where the Cockpit should be in the Unit/Ship
 
* Mesh ''({filename(string);frame(int);texturetime(float)})''
 
* Mesh ''({filename(string);frame(int);texturetime(float)})''
* Shield_Mesh ''(string)''
+
: filename - Points to a xmesh-file of the ship. Extension <code>.xmesh</code>
* Rapid_Mesh ''(string)''
+
: frame - ('''optional''') Defines the starting-frame of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
* BSP_Mesh ''(string)''
+
: texturetime - ('''optional''') Defines the starting delay of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
* Use_BSP ''(boolean)''
+
** Shield_Mesh ''(string)'' - ('''optional''') xmesh-file to use for the shield instead of a sphere. Extension <code>.xmesh</code>
* Use_Rapid ''(boolean)''
+
** Rapid_Mesh ''(string)'' - ('''optional''') xmesh-file to load and use for collisions with other units/ships/... instead of the Meshfile from above (not drawn) Extension <code>.xmesh</code>
 +
** BSP_Mesh ''(string)'' - ('''optional''') xmesh-file to use for beam and bolt collisions (not drawn) Extension <code>.xmesh</code>
 +
** Use_BSP ''(boolean)''
 +
** Use_Rapid ''(boolean)''
 
* Mass ''(metric tons)''
 
* Mass ''(metric tons)''
 
* Moment_Of_Inertia ''(metric tons * meters*meters)''
 
* Moment_Of_Inertia ''(metric tons * meters*meters)''
Line 47: Line 50:
 
* Fuel_Capacity ''(metric tons)''
 
* Fuel_Capacity ''(metric tons)''
 
* Hull ''(VSD)''
 
* Hull ''(VSD)''
* Armor_Front_Top_Right ''(VSD)''
+
** Armor_Front_Top_Right ''(VSD)''
* Armor_Front_Top_Left ''(VSD)''
+
** Armor_Front_Top_Left ''(VSD)''
* Armor_Front_Bottom_Right ''(VSD)''
+
** Armor_Front_Bottom_Right ''(VSD)''
* Armor_Front_Bottom_Left ''(VSD)''
+
** Armor_Front_Bottom_Left ''(VSD)''
* Armor_Back_Top_Right ''(VSD)''
+
** Armor_Back_Top_Right ''(VSD)''
* Armor_Back_Top_Left ''(VSD)''
+
** Armor_Back_Top_Left ''(VSD)''
* Armor_Back_Bottom_Right ''(VSD)''
+
** Armor_Back_Bottom_Right ''(VSD)''
* Armor_Back_Bottom_Left ''(VSD)''
+
** Armor_Back_Bottom_Left ''(VSD)''
* Shield_Front_Top_Right ''(VSD)''
+
** Shield_Front_Top_Right ''(VSD)''
* Shield_Back_Top_Left ''(VSD)''
+
** Shield_Back_Top_Left ''(VSD)''
* Shield_Front_Bottom_Right ''(VSD)''
+
** Shield_Front_Bottom_Right ''(VSD)''
* Shield_Front_Bottom_Left ''(VSD)''
+
** Shield_Front_Bottom_Left ''(VSD)''
* Shield_Back_Top_Right ''(VSD)''
+
** Shield_Back_Top_Right ''(VSD)''
* Shield_Front_Top_Left ''(VSD)''
+
** Shield_Front_Top_Left ''(VSD)''
* Shield_Back_Bottom_Right ''(VSD)''
+
** Shield_Back_Bottom_Right ''(VSD)''
* Shield_Back_Bottom_Left ''(VSD)''
+
** Shield_Back_Bottom_Left ''(VSD)''
* Shield_Recharge ''(VSD/second)''
+
** Shield_Recharge ''(VSD/second)''
* Shield_Leak ''(percentage)''
+
** Shield_Leak ''(percentage)''
 
* Warp_Capacitor ''(800MJ)''
 
* Warp_Capacitor ''(800MJ)''
 
* Primary_Capacitor ''(100MJ)''
 
* Primary_Capacitor ''(100MJ)''
Line 98: Line 101:
 
* Hold_Volume ''(m^3)''
 
* Hold_Volume ''(m^3)''
 
* Can_Cloak ''(boolean)''
 
* Can_Cloak ''(boolean)''
* Cloak_Min ''(percentage)''
+
* Cloak_Min ''(percentage)'' - minimum percentage of cloakedness
* Cloak_Rate ''(percentage/second)''
+
* Cloak_Rate ''(percentage/second)'' - time per second to cloak
* Cloak_Energy ''(800MJ/s)''
+
* Cloak_Energy ''(800MJ/s)'' - how much energy this takes.
* Cloak_Glass ''(boolean)''
+
* Cloak_Glass ''(boolean)'' - boolean whether or not effect 2 is used
 
* Repair_Droid ''(int)''
 
* Repair_Droid ''(int)''
 
* ECM_Rating ''(int)''
 
* ECM_Rating ''(int)''
Line 121: Line 124:
 
* Activation_Speed ''(m/s)''
 
* Activation_Speed ''(m/s)''
 
* Upgrades ''({filename(string);mountoffset(int);subunoffset(int)})''
 
* Upgrades ''({filename(string);mountoffset(int);subunoffset(int)})''
 +
: filename -
 +
: mountoffset -
 +
: subunoffset -
 
* Prohibited_Upgrades ''(Semicolon delineated list of prohibited upgrades, allowing up to a certain number if specified with colon.)''
 
* Prohibited_Upgrades ''(Semicolon delineated list of prohibited upgrades, allowing up to a certain number if specified with colon.)''
 
* Sub_Units ''({filename(string);x(meters);y(meters);z(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);restricted(meters)})''
 
* Sub_Units ''({filename(string);x(meters);y(meters);z(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);restricted(meters)})''
 
* Sound ''(shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))''
 
* Sound ''(shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))''
* Light ''({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a(percentage);activationspeed(meters/second)})''
+
* Light ''({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a
 +
(percentage);activationspeed(meters/second)})''
 +
: meshfile -
 +
: x, y, z, scale -
 +
: r, g, b, a -
 +
: activationspeed -
 
* Mounts ''({type(string);ammo(int);volume(meters);SIZE(string);x(meters);y(meters);z(meters);xyscale(meters);zscale(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);functionality(percentage);maxfunctionality(percentage)})''
 
* Mounts ''({type(string);ammo(int);volume(meters);SIZE(string);x(meters);y(meters);z(meters);xyscale(meters);zscale(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);functionality(percentage);maxfunctionality(percentage)})''
 +
: type - Type of weapon (see '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&content-type=text/vnd.viewcvs-markup weapon_list.xml]''' in the data directory)
 +
: ammo - how much ammo the gun holds (only needed for ammo needing weapons e.g. missiles,torpedos,...
 +
: volume -
 +
: SIZE - size class(es)/type(s) and if they are capable of autotracking.
 +
: x, y, z - location of weapon
 +
: xyscale, zscale - {{fixme}}
 +
: forex, forey, forez - {{fixme}}
 +
: upx, upy, upz - {{fixme}}
 
* Net_Comm ''(?)''
 
* Net_Comm ''(?)''
 
* Dock ''({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})''
 
* Dock ''({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})''

Revision as of 06:50, 1 April 2005

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UNITS.CSV

The Units.csv file contains specific information on all Vessels and Installations and Upgrades in VegaStrike.

Units File

The units.csv is a comma delimited text file which can be edited with any spreadsheet program.

NOTE: Microsoft Works has problems with the long description columns. For a free alternative, use OpenOffice.

Columns in Units File

The original desciption of the xunit syntax from hellcatv is located in CVS


The columns of the units.csv file and their description are; FIXME Copy Descriptions from HowTo:Edit Unit Files


  • Key (Key)
  • Directory (String)
  • Name (string)
  • FoFID (string)
  • Object_Type (string)
  • Combat_Role (string)
  • Textual_Description (string)
  • Hud_image (string)
  • Unit_Scale (float) - Sets the scaling of the unit in the game
  • Cockpit (string) - Defines a cockpit for the ship. Points to a cockpit file. Extension .cpt. See also HowTo:Edit HUDs.
    • CockpitX (x=float) - Coordinates where the Cockpit should be in the Unit/Ship
    • CockpitY (y=float) - Coordinates where the Cockpit should be in the Unit/Ship
    • CockpitZ (z=float(meters)) - Coordinates where the Cockpit should be in the Unit/Ship
  • Mesh ({filename(string);frame(int);texturetime(float)})
filename - Points to a xmesh-file of the ship. Extension .xmesh
frame - (optional) Defines the starting-frame of a mesh animation. See forums for more.
texturetime - (optional) Defines the starting delay of a mesh animation. See forums for more.
    • Shield_Mesh (string) - (optional) xmesh-file to use for the shield instead of a sphere. Extension .xmesh
    • Rapid_Mesh (string) - (optional) xmesh-file to load and use for collisions with other units/ships/... instead of the Meshfile from above (not drawn) Extension .xmesh
    • BSP_Mesh (string) - (optional) xmesh-file to use for beam and bolt collisions (not drawn) Extension .xmesh
    • Use_BSP (boolean)
    • Use_Rapid (boolean)
  • Mass (metric tons)
  • Moment_Of_Inertia (metric tons * meters*meters)
  • Convex_Hull_Volume (meters * meters * meters)
  • Fuel_Capacity (metric tons)
  • Hull (VSD)
    • Armor_Front_Top_Right (VSD)
    • Armor_Front_Top_Left (VSD)
    • Armor_Front_Bottom_Right (VSD)
    • Armor_Front_Bottom_Left (VSD)
    • Armor_Back_Top_Right (VSD)
    • Armor_Back_Top_Left (VSD)
    • Armor_Back_Bottom_Right (VSD)
    • Armor_Back_Bottom_Left (VSD)
    • Shield_Front_Top_Right (VSD)
    • Shield_Back_Top_Left (VSD)
    • Shield_Front_Bottom_Right (VSD)
    • Shield_Front_Bottom_Left (VSD)
    • Shield_Back_Top_Right (VSD)
    • Shield_Front_Top_Left (VSD)
    • Shield_Back_Bottom_Right (VSD)
    • Shield_Back_Bottom_Left (VSD)
    • Shield_Recharge (VSD/second)
    • Shield_Leak (percentage)
  • Warp_Capacitor (800MJ)
  • Primary_Capacitor (100MJ)
  • Reactor_Recharge (100MJ/s)
  • Jump_Drive_Present (Boolean )
  • Jump_Drive_Delay (seconds)
  • Wormhole (boolean)
  • Outsystem_Jump_Cost (800MJ)
  • Warp_Usage_Cost (800MJ/second)
  • Afterburner_Type (int type )
  • Afterburner_Usage_Cost (100MJ/s)
  • Maneuver_Yaw (metric tons*degrees/second^2)
  • Maneuver_Pitch (metric tons*degrees/second^2)
  • Maneuver_Roll (metric tons*degrees/second^2)
  • Yaw_Governor (degrees/sec)
  • Pitch_Governor (degrees/sec)
  • Roll_Governor (degrees/sec)
  • Afterburner_Accel (metric tons*m/s^2)
  • Forward_Accel (metric tons*m/s^2)
  • Retro_Accel (metric tons*m/s^2)
  • Left_Accel (metric tons*m/s^2)
  • Right_Accel (metric tons*m/s^2)
  • Top_Accel (metric tons**m/s^2)
  • Bottom_Accel (metric tons*m/s^2)
  • Afterburner_Speed_Governor (meters/second)
  • Default_Speed_Governor (meters/second)
  • ITTS (boolean)
  • Radar_Color (boolean)
  • Radar_Range (meters)
  • Tracking_Cone (Degrees)
  • Max_Cone (Degrees)
  • Lock_Cone (Degrees)
  • Hold_Volume (m^3)
  • Can_Cloak (boolean)
  • Cloak_Min (percentage) - minimum percentage of cloakedness
  • Cloak_Rate (percentage/second) - time per second to cloak
  • Cloak_Energy (800MJ/s) - how much energy this takes.
  • Cloak_Glass (boolean) - boolean whether or not effect 2 is used
  • Repair_Droid (int)
  • ECM_Rating (int)
  • ECM_Resist (int)
  • Ecm_Drain (800MJ/s)
  • Hud_Functionality (1 normalized fraction)
  • Max_Hud_Functionality (1 normalized fraction)
  • Lifesupport_Functionality (1 normalized fraction)
  • Max_Lifesupport_Functionality (1 normalized fraction)
  • Comm_Functionality (1 normalized fraction)
  • Max_Comm_Functionality (1 normalized fraction)
  • FireControl_Functionality (1 normalized fraction)
  • Max_FireControl_Functionality (1 normalized fraction)
  • SPECDrive_Functionality (1 normalized fraction)
  • Max_SPECDrive_Functionality (1 normalized fraction)
  • Slide_Start (seconds)
  • Slide_End (seconds)
  • Activation_Accel (m/s^2)
  • Activation_Speed (m/s)
  • Upgrades ({filename(string);mountoffset(int);subunoffset(int)})
filename -
mountoffset -
subunoffset -
  • Prohibited_Upgrades (Semicolon delineated list of prohibited upgrades, allowing up to a certain number if specified with colon.)
  • Sub_Units ({filename(string);x(meters);y(meters);z(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);restricted(meters)})
  • Sound (shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))
  • Light ({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a

(percentage);activationspeed(meters/second)})

meshfile -
x, y, z, scale -
r, g, b, a -
activationspeed -
  • Mounts ({type(string);ammo(int);volume(meters);SIZE(string);x(meters);y(meters);z(meters);xyscale(meters);zscale(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);functionality(percentage);maxfunctionality(percentage)})
type - Type of weapon (see weapon_list.xml in the data directory)
ammo - how much ammo the gun holds (only needed for ammo needing weapons e.g. missiles,torpedos,...
volume -
SIZE - size class(es)/type(s) and if they are capable of autotracking.
x, y, z - location of weapon
xyscale, zscale - FIXME
forex, forey, forez - FIXME
upx, upy, upz - FIXME
  • Net_Comm (?)
  • Dock ({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})
  • Cargo_Import ({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)})
  • Cargo ({filename(string);Category(string);price(credits);quant(int);mass(metric Tons);volume(meters*meters*meters);functionality(percentage);maxfunctionality(percentage);description(string);missionCargo(bool)})
  • Explosion (string)
  • Equipment_Space (m^3)
  • Num_Animation_Stages (int)
  • Upgrade_Storage_Volume (float)
  • Heat_Sink_Rating (float)

Editing Units.csv File

  • Open the units.csv file in a spreadsheet application and if you are adding a new item, add a new line.
  • FIXME ADD INFO
  • Save the file as a csv file.


Example Row



See also


arrow_left.png Create Ships in Wings3D arrow_up.png HowTo Edit Unit Files arrow_right.png