HowTo:Edit units.csv

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The Units.csv file contains specific information on all Vessels and Installations and Upgrades in VegaStrike. This has replaced the xunit.xml files.

The units.csv 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, try OpenOffice.

Columns in the units.csv file

The original description 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) - combat role that the ship has (see ai/VegaPriorities.csv )
  • 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.
    • Example: {llama.bfxm;;}
  • 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) - mass in metric tonnes (kkg)
  • Moment_Of_Inertia (metric tons * meters*meters)
  • Convex_Hull_Volume (meters * meters * meters)
  • Fuel_Capacity (metric tons)
  • Hull (VSD) - Specifies the ships Hull
  • Armor_Front_Top_Right (VSD) - Specifies the ships physical armor
  • Armor_Front_Top_Left (VSD) - Specifies the ships physical armor
  • Armor_Front_Bottom_Right (VSD) - Specifies the ships physical armor
  • Armor_Front_Bottom_Left (VSD) - Specifies the ships physical armor
  • Armor_Back_Top_Right (VSD) - Specifies the ships physical armor
  • Armor_Back_Top_Left (VSD) - Specifies the ships physical armor
  • Armor_Back_Bottom_Right (VSD) - Specifies the ships physical armor
  • Armor_Back_Bottom_Left (VSD) - Specifies the ships physical armor
  • Shield_Front_Top_Right (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Back_Top_Left (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Front_Bottom_Right (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Front_Bottom_Left (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Back_Top_Right (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Front_Top_Left (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Back_Bottom_Right (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Back_Bottom_Left (VSD) - Specifies the ships Shield (electric armor)
  • Shield_Recharge (VSD/second) - Shield regeneration if not violating speed limit
  • Shield_Leak (percentage) - (optional) how much leak these shields have (usually 0%)
  • Warp_Capacitor (800MJ)
  • Primary_Capacitor (100MJ)
  • Reactor_Recharge (100MJ/s)
  • Jump_Drive_Present (Boolean ) - boolean whether the jump drive is missing (assumed missing in absence of tag)
  • Jump_Drive_Delay (seconds) - seconds before jump drive initiates
  • Wormhole (boolean) - forces units to teleport upon touching this one
  • Outsystem_Jump_Cost (800MJ)
  • Warp_Usage_Cost (800MJ/second) - energy to jump
  • Afterburner_Type (int type ) - Specifies the ships engine
  • Afterburner_Usage_Cost (100MJ/s)
  • Maneuver_Yaw (metric tons*degrees/second^2) - Specifies the ships maneuver data
  • Maneuver_Pitch (metric tons*degrees/second^2) - Specifies the ships maneuver data
  • Maneuver_Roll (metric tons*degrees/second^2) - Specifies the ships maneuver data
  • Yaw_Governor (degrees/sec) - maximum yaw
  • Pitch_Governor (degrees/sec) - maximum pitch
  • Roll_Governor (degrees/sec) - maximum roll
  • Afterburner_Accel (metric tons*m/s^2) - Thrust with afterburners
  • Forward_Accel (metric tons*m/s^2) - Thrust without afterburners
  • Retro_Accel (metric tons*m/s^2) - Reverse thrust
  • Left_Accel (metric tons*m/s^2) - Left thrust
  • Right_Accel (metric tons*m/s^2) - Right thrust
  • Top_Accel (metric tons**m/s^2) - Top thrust
  • Bottom_Accel (metric tons*m/s^2) - Bottom thrust
  • Afterburner_Speed_Governor (meters/second) - Max safe speed with afterburners
  • Default_Speed_Governor (meters/second) - Max safe speed without afterburner
  • ITTS (boolean) - if the unit has ability to target track with lead
  • Radar_Color (boolean) - if unit has color radar
  • Radar_Range (meters) - maximum range of radar
  • Tracking_Cone (Degrees) - cosine of cone at which guns may track
  • Max_Cone (Degrees)
  • Lock_Cone (Degrees) - cosine of cone at which missiles gain locking time
  • Hold_Volume (m^3) - volume in cargo units
  • 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) - (optional) number of tenths of seconds before fully reacting to keyboard (smoothing)
  • Slide_End (seconds) - (optional) number of tenths of seconds to stop
  • Activation_Accel (m/s^2)
  • Activation_Speed (m/s)
  • Upgrades ({filename(string);mountoffset(int);subunoffset(int)})
    • filename -
    • mountoffset -
    • subunoffset -
    • Example: {skyscope1;;}{capacitor02;;}{reactor02;;}{spec_capacitor01;;}{quadshield02;;}{armor01;;}
  • 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)}) - A Subunt is a (not necessarily) small independant part of your unit. In fact the main unit and the subunit are two different ships (units) patched together at a certain point (x,y,z see below). If a subunit is destroyed the remaining parts will fly into space like the remainings of any other ship ... e.g turrets
    • filename - unit file that can be referenced from toplevel units
    • x, y, z - location of subunit
    • forex, forey, forez - (optional) Forward vector of subunit (assume 0,0,1)
    • upx, upy, upz - (optional) Up vector of subunit (assume 0,1,0)
    • restricted - (optional) minimum dot with forey that the turret can have so it can't turn inside itself
    • Example:
  • Sound (shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))
    • shieldhit, armorhit, hullhit -
    • jump -
    • explode -
    • cloak -
    • engine -
    • Example:
  • Light ({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a(percentage);activationspeed(meters/second)}) - Specifies an engine-flame/light/glow/whatever on your ship
    • meshfile - meshfile (sans .xmesh) for this engine model
    • x, y, z - location of light (in meters)
    • scale - size of engine (radius, in meters)
    • r, g, b, a - (optional)red/blue/green colour of engine
    • activationspeed -
    • Example: {supernova.bmp.bfxm;0.00000e+0;0.350000;-2.09200;2;;;;;}{supernova.bmp.bfxm;1.31600;-6.00000e-3;-1.82200;2;;;;;}{supernova.bmp.bfxm;-1.32800;-6.00000e-3;-1.82200;2;;;;;}
  • 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 -
    • forex, forey, forez - (optional) Forward vector of mount (assume 0,0,1)
    • upx, upy, upz - (optional) Up vector of mount (assume 0,1,0)
    • Example: {;;;Light Medium;1.01200;-6.80000e-2;3.40800;;;;;;;;;1;1}{;;;Light Medium;-0.964000;-6.80000e-2;3.40800;;;;;;;;;1;1}{;;;Light;0.380000;0.176000;1.07600;;;;;;;;;1;1}{;;;Light;-0.336000;0.176000;1.07600;;;;;;;;;1;1}{;0;48;light-missile medium-missile special-missile;0;0;0;;;;;;;;;1;1}{;0;48;light-missile medium-missile special-missile;0;0;0;;;;;;;;;1;1}
  • Net_Comm (?)
  • Dock ({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})
    • INTERNAL - (optional/unused) whether the dock port makes the ship disappeared. The ship must be smaller than the size of the dock, otherwise it will remain in open space.
    • x, y, z - location of dock (in meters)
    • size - size of dock port (radius, in meters)
    • minsize -
    • Example:
  • Cargo_Import ({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)}) Used by bases, etc. for generating the cargo available for purchase.
    • Cat - A category to use from Master Part List eg Natural_Products/Natural_Resources"
    • price - price scale (multiplied by price in list)
    • pricestddev - price scale variation (above adjusted by this)
    • quant - quantity of this sort of cargo
    • quantstddev - quantity variation
    • Example:
  • Cargo ({filename(string);Category(string);price(credits);quant(int);mass(metric Tons);volume(meters*meters*meters);functionality(percentage);maxfunctionality(percentage);description(string);missionCargo(bool)})
    • filename - name of cargo
    • Category -
    • price - price of cargo
    • quant - ammount of cargo
    • mass - mass in tonnes
    • volume - size of cargo in m3
    • functionality, maxfunctionality - FIXME ???
    • description - (optional/unused)
    • missionCargo - ???
    • Example: {skyscope1;upgrades/Sensors/Basic;200;1;1;1;1;1;Refurbished Part;0}{capacitor02;upgrades/Capacitors/Standard;200;1;1;1;1;1;Refurbished Part;0}{reactor02;upgrades/Reactors/Standard;200;1;1;1;1;1;Refurbished Part;0}{spec_capacitor01;upgrades/SPEC_Capacitors;200;1;1;1;1;1;Refurbished Part;0}{quadshield02;upgrades/Shield_Systems/Standard_Quad_Shields;200;1;1;1;1;1;Refurbished Part;0}{armor01;upgrades/Armor;200;1;1;1;1;1;Refurbished Part;0}
  • Explosion (string)
  • Equipment_Space (m^3)
  • Num_Animation_Stages (int)
  • Upgrade_Storage_Volume (float)
  • Heat_Sink_Rating (float)

FIXME Integrate the Hint better into the description above.
Hint (Source):

  • The ...Maneuver variables are a value that can be calculated from "metric tons*degrees/second^2".
  • The ...Governor variables are the maximum turn speed defined as "degrees/sec".

Editing the 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: Llama.begin



See also


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