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

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(some code tags + some cleanup)
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----
 
----
 
{{attention}}
 
{{attention}}
=UNITS.CSV=
+
= UNITS.CSV=
 
The '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup Units.csv]''' file contains specific information on all [[Vessels & Installations|Vessels and Installations]] and [[Upgrades|Upgrades]] in VegaStrike.
 
The '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup Units.csv]''' file contains specific information on all [[Vessels & Installations|Vessels and Installations]] and [[Upgrades|Upgrades]] in VegaStrike.
  
==Units File==
+
== The <code>units.csv</code> file ==
 
The '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup units.csv]''' is a comma delimited text file which can be edited with any spreadsheet program.
 
The '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup 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 [http://www.openoffice.org OpenOffice].
 
NOTE: Microsoft Works has problems with the long description columns.  For a free alternative, use [http://www.openoffice.org OpenOffice].
  
===Columns in Units File===
+
=== Columns in the <code>units.csv</code> file ===
 
The original desciption of the xunit syntax from hellcatv is located in [http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data/units/description.xunit?rev=HEAD&content-type=text/vnd.viewcvs-markup CVS]
 
The original desciption of the xunit syntax from hellcatv is located in [http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data/units/description.xunit?rev=HEAD&content-type=text/vnd.viewcvs-markup CVS]
  
  
  
The columns of the units.csv file and their description are;
+
The columns of the <code>units.csv</code> file and their description are;
 
{{fixme}} ''Copy Descriptions from [[HowTo:Edit Unit Files]]''
 
{{fixme}} ''Copy Descriptions from [[HowTo:Edit Unit Files]]''
  
Line 36: Line 36:
 
** CockpitY ''(y=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
 
** CockpitZ ''(z=float(meters))'' - Coordinates where the Cockpit should be in the Unit/Ship
* Mesh ''({filename(string);frame(int);texturetime(float)})''
+
* Mesh <code>({filename(string);frame(int);texturetime(float)})</code>
: filename - Points to a xmesh-file of the ship. Extension <code>.xmesh</code>
+
** filename - Points to a xmesh-file of the ship. Extension <code>.xmesh</code>
: frame - ('''optional''') Defines the starting-frame of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
+
** frame - ('''optional''') Defines the starting-frame of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
: texturetime - ('''optional''') Defines the starting delay of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
+
** texturetime - ('''optional''') Defines the starting delay of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
 +
** Example: <code> </code> {{Fixme}}
 
** Shield_Mesh ''(string)'' - ('''optional''') xmesh-file to use for the shield instead of a sphere. Extension <code>.xmesh</code>
 
** Shield_Mesh ''(string)'' - ('''optional''') xmesh-file to use for the shield instead of a sphere. Extension <code>.xmesh</code>
 
** 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>
 
** 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>
Line 45: Line 46:
 
** Use_BSP ''(boolean)''
 
** Use_BSP ''(boolean)''
 
** Use_Rapid ''(boolean)''
 
** Use_Rapid ''(boolean)''
 +
** Example: <code> </code> {{Fixme}}
 
* Mass ''(metric tons)''
 
* Mass ''(metric tons)''
 
* Moment_Of_Inertia ''(metric tons * meters*meters)''
 
* Moment_Of_Inertia ''(metric tons * meters*meters)''
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* Activation_Accel ''(m/s^2)''
 
* Activation_Accel ''(m/s^2)''
 
* Activation_Speed ''(m/s)''
 
* Activation_Speed ''(m/s)''
* Upgrades ''({filename(string);mountoffset(int);subunoffset(int)})''
+
* Upgrades <code>({filename(string);mountoffset(int);subunoffset(int)})</code>
: filename -
+
** filename -
: mountoffset -
+
** mountoffset -
: subunoffset -
+
** subunoffset -
 +
** Example: <code> </code> {{Fixme}}
 
* 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)})'' - 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
+
* Sub_Units <code>({filename(string);x(meters);y(meters);z(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);restricted(meters)})</code> - 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
+
** filename - unit file that can be referenced from toplevel units
: x, y, z -  location of subunit
+
** x, y, z -  location of subunit
: forex, forey, forez - ('''optional''') Forward vector of subunit (assume 0,0,1)
+
** forex, forey, forez - ('''optional''') Forward vector of subunit (assume 0,0,1)
: upx, upy, upz - ('''optional''') Up vector of subunit (assume 0,1,0)
+
** 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
+
** restricted - ('''optional''') minimum dot with forey that the turret can have so it can't turn inside itself
 +
** Example: <code> </code> {{Fixme}}
 
* 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))''
: shieldhit, armorhit, hullhit -  
+
** shieldhit, armorhit, hullhit -  
: jump -  
+
** jump -  
: explode -
+
** explode -
: cloak -
+
** cloak -
: engine -
+
** engine -
* Light ''({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a
+
** Example: <code> </code> {{Fixme}}
(percentage);activationspeed(meters/second)})'' - Specifies an engine-flame/light/glow/whatever on your ship
+
* Light <code>({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a(percentage);activationspeed(meters/second)})</code> - Specifies an engine-flame/light/glow/whatever on your ship
: meshfile - meshfile (sans <code>.xmesh</code>) for this engine model
+
** meshfile - meshfile (sans <code>.xmesh</code>) for this engine model
: x, y, z - location of light (in meters)
+
** x, y, z - location of light (in meters)
: scale -  size of engine (radius, in meters)
+
** scale -  size of engine (radius, in meters)
: r, g, b, a - ('''optional''')red/blue/green colour of engine
+
** r, g, b, a - ('''optional''')red/blue/green colour of engine
: activationspeed - {{fixme}}
+
** activationspeed - {{fixme}}
* 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)})''
+
** Example: <code> </code> {{Fixme}}
: 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)
+
* Mounts <code>({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)})</code>
: ammo - how much ammo the gun holds (only needed for ammo needing weapons e.g. missiles,torpedos,...
+
** 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)
: volume -
+
** ammo - how much ammo the gun holds (only needed for ammo needing weapons e.g. missiles,torpedos,...
: SIZE - size class(es)/type(s) and if they are capable of autotracking.
+
** volume -
: x, y, z - location of weapon
+
** SIZE - size class(es)/type(s) and if they are capable of autotracking.
: xyscale, zscale - {{fixme}}
+
** x, y, z - location of weapon
: forex, forey, forez - ('''optional''') Forward vector of mount (assume 0,0,1)
+
** xyscale, zscale - {{fixme}}
: upx, upy, upz - ('''optional''') Up vector of mount (assume 0,1,0)
+
** 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: <code> </code> {{Fixme}}
 
* Net_Comm ''(?)''
 
* Net_Comm ''(?)''
* Dock ''({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})''
+
* Dock <code>({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})</code>
* Cargo_Import ''({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)})''
+
** INTERNAL -
: Cat - A category to use from '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/master_part_list.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup Master_part_list.csv]''' eg <code>Natural_Products/Natural_Resources"</code>
+
** x, y, z -
: price - price scale (multiplied by price in list)  
+
** size -
: pricestddev - price scale variation (above adjusted by this)
+
** minsize -
: quant - quantity of this sort of cargo
+
** Example: <code> </code> {{Fixme}}
: quantstddev -  quantity variation  
+
* Cargo_Import <code>({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)})</code>
* Cargo ''({filename(string);Category(string);price(credits);quant(int);mass(metric Tons);volume(meters*meters*meters);functionality(percentage);maxfunctionality(percentage);description(string);missionCargo(bool)})''
+
** Cat - A category to use from '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/master_part_list.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup Master_part_list.csv]''' eg <code>Natural_Products/Natural_Resources"</code>
: filename - name of cargo
+
** price - price scale (multiplied by price in list)  
: Category -  
+
** pricestddev - price scale variation (above adjusted by this)
: price - price of cargo
+
** quant - quantity of this sort of cargo
: quant - ammount of cargo
+
** quantstddev -  quantity variation  
: mass - mass in tonnes
+
** Example: <code> </code> {{Fixme}}
: volume - size of cargo in m3
+
* Cargo <code>({filename(string);Category(string);price(credits);quant(int);mass(metric Tons);volume(meters*meters*meters);functionality(percentage);maxfunctionality(percentage);description(string);missionCargo(bool)})</code>
: functionality, maxfunctionality - {{fixme}} ''???''
+
** filename - name of cargo
: description - ('''optional/unused''')
+
** Category -  
: missionCargo - {{fixme}} ''???''
+
** 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 - ''???'' {{Fixme}}
 +
** Example: <code> </code> {{Fixme}}
 
* Explosion ''(string)''
 
* Explosion ''(string)''
 
* Equipment_Space ''(m^3)''
 
* Equipment_Space ''(m^3)''
Line 180: Line 193:
 
* Heat_Sink_Rating ''(float)''
 
* Heat_Sink_Rating ''(float)''
  
===Editing Units.csv File===
+
=== Editing th <code>units.csv</code> file ===
 
* Open the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup units.csv]''' file in a spreadsheet application and if you are adding a new item, add a new line.
 
* Open the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup units.csv]''' file in a spreadsheet application and if you are adding a new item, add a new line.
 
* {{fixme}} ''ADD INFO''
 
* {{fixme}} ''ADD INFO''
Line 186: Line 199:
  
  
===Example Row===
+
=== Example row ===
 
<pre>
 
<pre>
  
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=See also=
+
= See also =
 
* '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup Units.csv]''' in CVS
 
* '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/units/units.csv?rev=HEAD&content-type=text/vnd.viewcvs-markup Units.csv]''' in CVS
 
* [[HowTo:Edit Unit Files|Edit Unit Files]]
 
* [[HowTo:Edit Unit Files|Edit Unit Files]]

Revision as of 10:57, 1 April 2005

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

UNITS.CSV

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

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, use OpenOffice.

Columns in the units.csv 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.
    • Example: FIXME
    • 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)
    • Example: FIXME
  • 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 -
    • Example: FIXME
  • 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: FIXME
  • Sound (shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))
    • shieldhit, armorhit, hullhit -
    • jump -
    • explode -
    • cloak -
    • engine -
    • Example: FIXME
  • 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 - FIXME
    • Example: FIXME
  • 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 - (optional) Forward vector of mount (assume 0,0,1)
    • upx, upy, upz - (optional) Up vector of mount (assume 0,1,0)
    • Example: FIXME
  • Net_Comm (?)
  • Dock ({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})
    • INTERNAL -
    • x, y, z -
    • size -
    • minsize -
    • Example: FIXME
  • Cargo_Import ({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)})
    • Cat - A category to use from Master_part_list.csv 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: FIXME
  • 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 - ??? FIXME
    • Example: FIXME
  • Explosion (string)
  • Equipment_Space (m^3)
  • Num_Animation_Stages (int)
  • Upgrade_Storage_Volume (float)
  • Heat_Sink_Rating (float)

Editing th 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


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