Difference between revisions of "Manual:Config:Advanced:Variables"
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** <code>"sfx08.wav"</code> <small>(default)</small> armorhit | ** <code>"sfx08.wav"</code> <small>(default)</small> armorhit | ||
** <code>"sfx08.wav"</code> <small>(default)</small> hullhit | ** <code>"sfx08.wav"</code> <small>(default)</small> hullhit | ||
+ | * <code>'''explode'''</code> [string/file] | ||
+ | ** <code>"sfx43.wav"</code> <small>(default)</small> jump | ||
+ | ** <code>"explosion.wav"</code> <small>(default)</small> explode | ||
* <code>'''cloak'''</code> [string/file] | * <code>'''cloak'''</code> [string/file] | ||
** <code>"sfx43.wav"</code> <small>(default)</small> cloak | ** <code>"sfx43.wav"</code> <small>(default)</small> cloak | ||
* <code>'''afterburner'''</code> [string/file] | * <code>'''afterburner'''</code> [string/file] | ||
** <code>"sfx10.wav"</code> <small>(default)</small> engine | ** <code>"sfx10.wav"</code> <small>(default)</small> engine | ||
− | |||
− | |||
− | |||
=="<code>cockpitaudio</code>" section== | =="<code>cockpitaudio</code>" section== |
Revision as of 20:50, 9 June 2011
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Config:Advanced:Colors | Config:Advanced | Config:Advanced |
Contents
- 1 Variables section
- 1.1 "data" section
- 1.2 "splash" section
- 1.3 "graphics/general" section
- 1.4 "graphics/mesh" section
- 1.5 "graphics" section
- 1.6 "graphics/hud" section
- 1.7 "audio" section
- 1.8 "unitaudio" section
- 1.9 "cockpitaudio" section
- 1.10 "keyboard" section
- 1.11 "joystick" section
- 1.12 "general" section
- 1.13 "AI" section
- 1.14 "cargo" section
- 1.15 "physics" section
- 1.16 "galaxy" section
- 1.17 "player" section
- 1.18 "server" section
- 1.19 "network" section
- 2 See also
Variables section
Each variable is set between the <variables>
and the </variables>
tags and inside its proper section tags, like this:
<section name="data"> <var name="usingtemplates" value="false"/> </section>
"data
" section
-
hqtextures
[string/file] - enables the hqtextures directory
"splash
" section
FIXME
"graphics/general
" section
FIXME Empty section? Nothing in SVN vegastrike.config
"graphics/mesh
" section
FIXME Empty section? Nothing in SVN vegastrike.config
"graphics
" section
-
head_lag
[integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.-
10
(default)
-
-
pan_on_auto
[boolean] - Sets if there should be an camera switch + flyby on autopilot activation. FIXME No longer used?-
true
(default)
-
-
shake_speed
[float] - FIXME-
50
(default)
-
-
shake_reduction
[float] - Cockpit shake reduction amount.-
8
(default)
-
-
shove_camera_down
[float] - FIXME-
.3
(default)
-
-
shield_texture
[string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.-
shield.bmp
(default)
-
-
reflectivity
[float] - default reflection level, in range 0.0 - 1.0 (1.0 = very shiny)-
.2
(default)
-
-
star_shine
[string/file] - List of .ani files for a sun's flare effect separated by single spaces.-
shine.ani
(default)
-
-
num_messages
[float] - Sets the maximum number of communication messages shown at the same time.-
2
(default)
-
-
last_message_time
[float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.-
5
(default)
-
-
camera_pan_speed
[float, default:0.0001] - sets the speed of camera panning and yawing -
draw_arrow_to_target
[boolean, default:true] - generally toggles the display of target arrow for all cameras -
draw_arrow_on_chasecam
[boolean, default:true] - disables/enables target arrow display on chase camera (default key '5') -
draw_arrow_on_pancam
[boolean, default:false] - disables/enables target arrow display on pan camera (default key '6') -
draw_arrow_on_pantgt
[boolean, default:false] - disables/enables target arrow display on target camera (default key '8') -
draw_unit_on_chasecam
[boolean, default:true] - disables/enables own vessel display on chase camera (default key '5') -
weapon_gamma
[float] - affects all weapon effects' appearance, if >0.-
1.35
(default)
-
-
StretchBolts
[float] - If > 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.-
0
(default)
-
-
draw_weapons
[boolean] - Whether to draw mounts.-
false
(default)
-
-
high_quality_font_computer
[boolean] - Which font type to use for base computer (font.cpp).-
true
(default) - uses bitmap font -
false
- uses stroke font
-
-
high_quality_font
[boolean] - Which font type to use for the HUD (hud.cpp). Standard setup depends on the video card choice.-
true
- uses stroke font -
false
(default) - uses bitmap font
-
-
open_picker_categories
[boolean] - Expands all categories in base computer.-
true
- expands all categories by default. -
false
(default) - does not expand the categories.
-
-
show_stardate
[boolean] - Shows star date in base computer and cargo manifest.-
true
(default) - shows star date. -
false
- does not show star date.
-
"graphics/hud
" section
-
radarType
-
WC
(default) - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar. -
Elite
- Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).
-
-
min_target_box_size
-
.01
(default) - Minimum target box size.
-
-
DrawTargettingBoxes
-
true
(default) - Enable box display. AllowdrawAllTargetBoxes
,drawLineToTarget
,drawLineToTargetsTarget
,drawAlwaysITTS
. -
false
- Does not display any target box or docking box.
-
-
drawAllTargetBoxes
-
true
- Display every units in boxes (not planets, jumps). -
false
(default) - Does not display units in boxes except the selected one.
-
-
drawLineToTarget
[boolean] - Supposed to draw a line between your ship and the selected target. Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.-
false
(default)
-
-
drawLineToTargetsTarget
[boolean] - Supposed to draw a line between your target and its target. Currently does the same as drawLineToTarget.-
false
(default)
-
-
drawLineToITTS
[boolean] - Draw ITTS line. Currently stopped to work.-
false
(default) - FIXME
-
-
drawAlwaysITTS
[boolean] - Force ITTS drawing.-
false
(default) - FIXME
-
-
DrawTheirRelationColor
- Determines the box color of the selected target.-
true
(default) - The box color corresponds to the target relation towards you. -
false
- The box color corresponds to your relation towards the target.
-
-
drawNavSymbol
[boolean] - Does not seem to work (on 7th March 2004). FIXME-
false
(default) - FIXME
-
-
text_background_alpha
[float] - Sets the opacity of text on the hud display-
value
- any positive value between 0.0 (complete transparency) and 1.0 (no trasparency) -
0.0625
(default)
-
"audio
" section
FIXME
"unitaudio
" section
-
player_tractor_cargo
[string/file] - Play when cargo is tractored in by the ship.-
"tractor_onboard.wav"
-
-
player_tractor_cargo_fromturret
[string/file] - Played when cargo is tractored in by the ship.-
"tractor_onboard.wav"
-
-
jumpleave
[string/file] - Played when jumping.-
"sfx43.wav"
-
-
jumparrive
[string/file]-
"sfx43.wav
(default)
-
-
player_armor_hit
[string/file]-
"bigarmor.wav"
-
-
player_hull_hit
[string/file]-
"bigarmor.wav"
-
-
player_shield_hit
[string/file]-
"shieldhit.wav"
-
-
player_afterburner
[string/file] - Afterburner buzz sound.-
"sfx10.wav"
(default)
-
-
locking
[string/file] - Locking-in-progress sound.-
"locking.wav"
(default)
-
-
locking_torp
[string/file] - The same, but for weapons with "SPECIALMISSILE" mount flag.-
"locking.wav"
(default)
-
-
locking_trumps_music
[boolean] - Mutes music. With comment "//enables spiffy wc2 torpedo music, default to normal though".-
false
(default)
-
-
locking_torp_trumps_music
[boolean] - Again, the same for weapons with "SPECIALMISSILE" mount flag.-
false
(default)
-
-
locked
[string/file]-
"locked.wav"
(default)
-
default unit sounds
Default values for Sound column in units.csv or XML unit file. FIXME There are obvious flaws in current unit_xml.cpp
and unit_csv.cpp
, from multi-purpose variables to names discrepancy, to absent default files.
-
shield
[string/file]-
"sfx09.wav"
(default) shieldhit
-
-
armor
[string/file]-
"sfx08.wav"
(default) armorhit -
"sfx08.wav"
(default) hullhit
-
-
explode
[string/file]-
"sfx43.wav"
(default) jump -
"explosion.wav"
(default) explode
-
-
cloak
[string/file]-
"sfx43.wav"
(default) cloak
-
-
afterburner
[string/file]-
"sfx10.wav"
(default) engine
-
"cockpitaudio
" section
This section contains names of wave files that happen on these events. FIXME
"keyboard
" section
FIXME
"joystick
" section
-
mouse_cursor
- This parameter is set totrue
when [Mouse glide] control is selected in setup.-
true
- In-flight control using [Mouse glide]. When enabled,warp_mouse
must be set tofalse
. -
false
(default) - Set when no mouse support is required or whenwarp_mouse
is set totrue
.
-
-
mouse_cursor_chasecam
[default:true] (false, true) - disables/enables cursor display on chase camera (default key '5') -
mouse_cursor_pancam
[default:false] (false, true) - disables/enables cursor display on pan camera (default key '6') -
mouse_cursor_pantgt
[default:false] (false, true) - disables/enables cursor display on target camera (default key '8') -
mouse_crosshair
- Mouse cursor appearance when [Mouse glide] is selected (whenmouse_cursor
istrue
). -
crosshairs.spr
(default) - Ifmouse_cursor
istrue
, this file contains the image to be used as cursor. This file must be located in the./sprites
directory. See the .spr file format HowTo:Edit HUDs. -
warp_mouse
This parameter is set to true when [Mouse warp] control is selected in setup.-
true
- In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false. -
false
- Set when no mouse support is required or when mouse_cursor is set to true. - Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.
-
-
reverse_mouse_spr
Used when [Mouse glide] control is selected in setup (see mouse_cursor).-
true
(default) - Invert vertical mouse axis. -
false
- Does not invert vertical mouse axis.
-
-
draw_rendered_crosshairs
-
true
(default) - Draw basic crosshairs using lines whatever the cockpit type is. -
false
- Use a sprite to draw the hud crosshairs. See cockpit file format HowTo:Edit HUDs. Each cockpit type might have its own crosshairs.
-
-
draw_vdus_from_chase_cam
-
true
- Display the hud when chase view is active. -
false
(default) - does not display the hud when chase view is active.
-
-
draw_vdus_from_panning_cam
-
true
- Display the hud when panning view is active. -
false
(default) - Does not display the hud when panning view is active.
-
-
draw_vdus_from_target_cam
-
true
- Display the hud when target view is active. -
false
(default) - does not display the hud when target view is active.
-
"general
" section
FIXME
"AI
" section
relations
-
kill_factor
[float] - How much relations with a faction is affected by killing their units.-
0.2
(default)
-
-
friend_factor
[float] - How much relations with a faction is affected by killing other units (proportional to their relations).-
0.1
(default)
-
communication
-
CommResponseTime
[float] - An average time of communication message processing.-
3
(default) -
> 0.001
(enforced minimum)
-
-
talking_faster_helps
[boolean]-
true
(default) - Spamming messages helps to adjust relations. -
false
- Unit will not react if it did not answer previous messages.
-
-
talk_relation_factor
[float] - The multiplier for relation adjustments from communications.-
0.5
(default)
-
maneuvers
What XAI scripts really do depends on this.
-
use_afterburner
[boolean] - Hardcoded AI scripts are allowed to use afterburner for most basic maneuvers.-
true
(default)
-
-
use_afterburner_to_follow
- Hardcoded AI scripts are allowed to use afterburner to approach the target in maneuvers such asAfterburnTurnTowards[ITTS]
. The afterburner should be also allowed inuse_afterburner
for sub-maneuvers.-
true
(default)
-
-
use_afterburner_to_run
- Hardcoded AI scripts are allowed to use afterburner to run away viaAfterburnTurnAway
maneuver. FIXME Currently seems to be defunct: will try to afterburn anyway if the afterburner is allowed byuse_afterburner
, but uses an order that will not afterburn if prohibited byuse_afterburner
.-
true
(default)
-
-
evasion_angle
[float] - The angle AI turns while evading, viaEvadeWavy
maneuver.-
45
(default)
-
-
loop_around_distance
[float] - The common multiplier for distances (also proportional to the sum of the unit's and target's sizes) inLoopAround[Agro]
orders.-
1
(default)
-
-
loop_around_destination_distance
[float] - One of trajectory-forming range multipliers for ordersLoopAround[Agro]
.-
20.0
(default)
-
-
loop_around_destination_vertical
[float] - One of trajectory-forming range multipliers for ordersLoopAround[Agro]
.-
4.0
(default)
-
-
loop_around_destination_lateral
[float] - One of trajectory-forming range multipliers for ordersLoopAround[Agro]
.-
4.0
(default)
-
-
gun_range_percent_ok
[float] - Multiplier to the gun range affecting the preferred distance for ordersLoopAround[Agro]
andFacePerpendicular
.-
0.66
(default)
-
-
loop_around_pursuit_velocity_percent
[float] - Velocity adjustment rate for ordersLoopAround
andFacePerpendicular
.-
0.9
(default)
-
-
roll_order_duration
[float] - Duration of steering to the max done by the ordersRollLeftHard
andRollRightHard
.-
5.0
(default)
-
miscellaneous
-
dockOnLoad
[boolean] - Whether the player's ship is docked upon loading. No efffect in network game.-
true
(default)
-
-
DockedToScript
[string/file] - Python script executed every time an unit docks, with the docking ship as ScratchUnit and the base as its target.-
""
(default)
-
"Targetting
" subsection
-
EscortDistance
[float] - The base distance from the leader unit AI will try to reach while executing "form on my wing" and "prepare for tractoring" orders.-
10
(default)
-
-
TurnLeaderDist
[float] - FIXME Another distance multiplier used to execute "form on my wing", "prepare for tractoring" and "pick up an ejected pilot" orders.-
5
(default)
-
"Firing
" subsection
-
MissileProbability
[float] - How likely AI is to fire a missile, if it's already locked. Appliable to turrets as well.-
0.01
(default)
-
-
Aggressivity
[float] - FIXME-
15
(default)
-
-
TurretDotCutoff
[float] - How much the turret should be turned toward the target to make an attack decision. The dot product of a turret's normal (or it seems so) and the vector to a target is compared to this value, hence the name.-
.4
(default)
-
-
InWeaponRange
[float] - How close relative to a weapon's range the target should be to make an attack decision.-
1.2
(default)
-
"cargo
" section
FIXME
"physics
" section
-
ai_pilot_when_in_turret
[boolean] - Switching to turret will let AI pilot the ship, just like switching to another ship does.-
true
(in default vegastrike.config) -
false
(default)
-
-
collision_inertial_time
[float] - FIXME-
1.25
(default)
-
-
game_speed
[float]- Changed by setup program, depends on difficulty setting.-
1
(default)
-
-
game_speed_lying
[boolean] - FIXME-
false
(default)
-
-
reduce_beam_ammo
[boolean] - If set, beam weapons with ammo (in current VS, only Jackhammer) will expend it. 1 charge is spent each activation, no partial ammo for shots shorter thanstability
time.-
false
(default)
-
-
gun_speed_adjusted_game_speed
[boolean] - Turns on a correction ofspeed
andrange
attributes for all weapons toward the medium values (forgun_speed
=1speed
<1000 is raised, otherwise lowered;range
dropped to 1/8 of the value inweapon_list.xml
).-
true
(in default vegastrike.config) -
false
(default)
-
-
gun_speed
[float] - The adjustment factor for weapons'speed
andrange
attributes. Both values are multiplied by this ifgun_speed_adjusted_game_speed
=false
, otherwise adjustments are more complex.-
1
(default)
-
-
special_and_normal_gun_combo
[boolean] - If set, the weapon group of all guns including "Special" ones can be toggled when cycling through guns.-
true
(default)
-
-
undock_turn_away
[boolean] - Whether a ship is turned away from the host unit when it undocks (along the line between their centers). Setting this to "false" helps in case of consistent death-by-collision on undocking (such as while flying big ships).-
true
(default)
-
"galaxy
" section
FIXME
"player
" section
FIXME
"server
" section
FIXME
"network
" section
FIXME
See also
For a complete list of variables visit CONFVAR.
Config:Advanced:Colors | Config:Advanced | Config:Advanced |