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

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* Mesh <code>({filename(string);frame(int);texturetime(float)})</code>
 
* 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://forums.vega-strike.org/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.
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** texturetime - ('''optional''') Defines the starting delay of a mesh animation. See [http://forums.vega-strike.org/viewtopic.php?p=9688#9688 forums] for more.
 
** Example: <code>{llama.bfxm;;}</code>
 
** Example: <code>{llama.bfxm;;}</code>
 
* 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>
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* Shield_Recharge ''(VSD/second)'' - Shield regeneration if not violating speed limit
 
* Shield_Recharge ''(VSD/second)'' - Shield regeneration if not violating speed limit
 
* Shield_Leak ''(percentage)'' - ('''optional''') how much leak these shields have (usually 0%)
 
* Shield_Leak ''(percentage)'' - ('''optional''') how much leak these shields have (usually 0%)
* Warp_Capacitor ''(800MJ)'' - SPEC energy storage, fuel with "WC Fuel Hack" on (<code>physics/fuel_equals_warp</code> [Manual:Config:Advanced:Variables variable])
+
* Warp_Capacitor ''(800MJ)'' - SPEC energy storage, fuel with "WC Fuel Hack" on (see [[Manual:Config:Advanced:Variables#.22physics.22_section|<code>physics/fuel_equals_warp</code>]])
 
* Primary_Capacitor ''(100MJ)''
 
* Primary_Capacitor ''(100MJ)''
 
* Reactor_Recharge ''(100MJ/s)''
 
* Reactor_Recharge ''(100MJ/s)''
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* Wormhole ''(boolean)'' - forces units to teleport upon touching this one
 
* Wormhole ''(boolean)'' - forces units to teleport upon touching this one
 
* Outsystem_Jump_Cost ''(800MJ)'' - energy to use a wormhole
 
* Outsystem_Jump_Cost ''(800MJ)'' - energy to use a wormhole
* Warp_Usage_Cost ''(800MJ/second)'' - energy to teleport or use SPEC (the latter divided by <code>physics/warpbleed</code>)
+
* Warp_Usage_Cost ''(800MJ/second)'' - energy to teleport or use SPEC (the latter divided by [[Manual:Config:Advanced:Variables#.22physics.22_section|<code>physics/warpbleed</code>]])
 
* Afterburner_Type ''(int type )'' - Specifies the ships engine. Type 1 uses fuel, 0 - reactor energy, 2 - jump fuel, 3 - "NO AFTERBURNER".
 
* Afterburner_Type ''(int type )'' - Specifies the ships engine. Type 1 uses fuel, 0 - reactor energy, 2 - jump fuel, 3 - "NO AFTERBURNER".
 
* Afterburner_Usage_Cost ''(100MJ/s)''
 
* Afterburner_Usage_Cost ''(100MJ/s)''
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* Radar_Color ''(boolean)'' - if unit has color radar
 
* Radar_Color ''(boolean)'' - if unit has color radar
 
* Radar_Range ''(meters)'' - maximum range of radar
 
* Radar_Range ''(meters)'' - maximum range of radar
* Tracking_Cone ''(Degrees)'' - cone in which [Manual:Combat:Target_tracking autotracking] works
+
* Tracking_Cone ''(Degrees)'' - cone in which [[Manual:Combat:Target_tracking|autotracking]] works
 
* Max_Cone ''(Degrees)'' - cone in which the radar sees objects. Usually is set to 180 (i.e. the full sphere).
 
* Max_Cone ''(Degrees)'' - cone in which the radar sees objects. Usually is set to 180 (i.e. the full sphere).
 
* Lock_Cone ''(Degrees)'' - cone in which missiles gain locking time
 
* Lock_Cone ''(Degrees)'' - cone in which missiles gain locking time
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* Cloak_Energy ''(800MJ/s)'' - how much energy this takes.
 
* Cloak_Energy ''(800MJ/s)'' - how much energy this takes.
 
* Cloak_Glass ''(boolean)'' - boolean whether or not effect 2 is used
 
* Cloak_Glass ''(boolean)'' - boolean whether or not effect 2 is used
* Repair_Droid ''(int)'' - defines the speed of repairs. Repair time = <code>physics/RepairDroidTime</code>*(remained part of the functionality)/Repair_Droid. Also, critical hits to the repair system decrease this by one.
+
* Repair_Droid ''(int)'' - defines the speed of repairs. Repair time = [[Manual:Config:Advanced:Variables#.22physics.22_section|<code>physics/RepairDroidTime</code>]]*(remained functionality)/Repair_Droid. Also, critical hits to the repair system decrease this by one.
 
* ECM_Rating ''(int)'' - each simulation frame, the probability of missile losing the protected target is proportional to this.
 
* ECM_Rating ''(int)'' - each simulation frame, the probability of missile losing the protected target is proportional to this.
 
* ECM_Resist ''(int)'' {{FIXME}} - currently does nothing.
 
* ECM_Resist ''(int)'' {{FIXME}} - currently does nothing.
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** Example: <code>{turretpdlong;<span style="color:darkblue">0;2.2;4.5</span>;0;0;1;0;1;0;180.0}{turretpdlong;0;-4.05;10;0;0;1;0;-1;0;180.0}</code>  
 
** Example: <code>{turretpdlong;<span style="color:darkblue">0;2.2;4.5</span>;0;0;1;0;1;0;180.0}{turretpdlong;0;-4.05;10;0;0;1;0;-1;0;180.0}</code>  
 
* 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 - See also [[Manual:Config:Advanced:Variables#.22unitaudio.22_section|<code>unitaudio</code>]] variables section.
 
** jump -  
 
** jump -  
 
** explode -
 
** explode -
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* 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>
 
* 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>
 
** type - Type of weapon (see '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data/weapon_list.xml?view=log weapon_list.xml]''' in the data directory)
 
** type - Type of weapon (see '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data/weapon_list.xml?view=log weapon_list.xml]''' in the data directory)
** ammo - how much ammo the gun holds. Only needed for ammo needing weapons e.g. missiles, mass-drivers, etc...
+
** ammo - how much ammo the gun holds. Only needed for ammo spending weapons e.g. missiles, mass-drivers, etc... Skipping it waives ammo count, as a possible hack for capships/bases.
 
** volume - how much ammo the gun can hold - i.e. <code>ammo</code> ≤ <code>ammo.volume</code>/<code>mount.volume</code>, or at least 1 (for single-missile pylons).
 
** volume - how much ammo the gun can hold - i.e. <code>ammo</code> ≤ <code>ammo.volume</code>/<code>mount.volume</code>, or at least 1 (for single-missile pylons).
 
** SIZE - size class(es)/type(s) and if they are capable of autotracking.
 
** SIZE - size class(es)/type(s) and if they are capable of autotracking.
 
** x, y, z - location of weapon
 
** x, y, z - location of weapon
** xyscale, zscale - scaling of the weapon model. It's rendered only if both scales are >0 and <code>[Manual:Config:Advanced:Variables graphics/draw_weapons]</code> is set to "true".
+
** xyscale, zscale - scaling of the weapon model. It's rendered only if both scales are >0 and [[Manual:Config:Advanced:Variables#.22graphics.22_section|<code>graphics/draw_weapons</code>]] is set to "true".
 
** forex, forey, forez - ('''optional''') Forward vector of mount (assume 0,0,1)
 
** forex, forey, forez - ('''optional''') Forward vector of mount (assume 0,0,1)
 
** upx, upy, upz - ('''optional''') Up vector of mount (assume 0,1,0)
 
** upx, upy, upz - ('''optional''') Up vector of mount (assume 0,1,0)
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** functionality, maxfunctionality - {{Fixme}} ''???''
 
** functionality, maxfunctionality - {{Fixme}} ''???''
 
** description - ('''optional/unused''')
 
** description - ('''optional/unused''')
** missionCargo -  ''???''
+
** missionCargo -  Used to mark mission cargo in saved games. As such, it's not meaningful in ruleset data.
 
** Example: <code>{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}</code>
 
** Example: <code>{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}</code>
 
* Explosion ''(string)''
 
* Explosion ''(string)''
 
* Num_Animation_Stages ''(int)''
 
* Num_Animation_Stages ''(int)''
 
* Upgrade_Storage_Volume ''(float)''
 
* Upgrade_Storage_Volume ''(float)''
* Heat_Sink_Rating ''(float)'' - refire delay multiplier.
+
* Heat_Sink_Rating ''(float)'' - refire delay multiplier. For all and any mounts - which is why it's currently not used, though still can be useful for turrets.
* Shield_Efficiency ''(float)'' - shield recharge efficiency (1 normalized fraction). E.g. 0.5 means the shield consumes 2x energy while recharging.
+
* Shield_Efficiency ''(float)'' - shield recharge efficiency (1 normalized fraction). E.g. 0.5 means the shield consumes 2x energy while recharging.
 
* Num_Chunks ''(int)'' - affects the unit shattering on destruction.
 
* Num_Chunks ''(int)'' - affects the unit shattering on destruction.
 
* Collide_Subunits ''(boolean)'' - whether to recurse into subunits on collision.
 
* Collide_Subunits ''(boolean)'' - whether to recurse into subunits on collision.
 
* Spec_Interdiction ''(float)'' - the unit affecting SPEC around it other than by plain mass value
 
* Spec_Interdiction ''(float)'' - the unit affecting SPEC around it other than by plain mass value
* Tractorability ''(text flags)'' - "p"|"P" adds push, "i"|"I" adds tractoring in, empty string assumes push-only, unrecognized gives immunity to tractors. Player ships get [Manual:Config:Advanced:Variables physics/PlayerTractorabilityMask] in addition to this.
+
* Tractorability ''(text flags)'' - "p"|"P" adds push, "i"|"I" adds tractoring in, empty string assumes push-only, unrecognized gives immunity to tractors. Player ships get [[Manual:Config:Advanced:Variables#.22physics.22_section|<code>physics/PlayerTractorabilityMask</code>]] ''in addition to'' this.
 
* Equipment_Space ''(m^3)'' - supposed to be raw internal hull volume, not ready Upgrade / Cargo storage space. (works, but not used in units.csv currently)
 
* Equipment_Space ''(m^3)'' - supposed to be raw internal hull volume, not ready Upgrade / Cargo storage space. (works, but not used in units.csv currently)
 
* Hidden_Hold_Volume ''(m^3)'' - cargo storage space for contraband. (works, but not used in units.csv currently)
 
* Hidden_Hold_Volume ''(m^3)'' - cargo storage space for contraband. (works, but not used in units.csv currently)
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----
 
----
 
{{Fixme}} ''Integrate the Hint better into the description above.''<BR/>
 
{{Fixme}} ''Integrate the Hint better into the description above.''<BR/>
Hint ([http://vegastrike.sourceforge.net/forums/viewtopic.php?p=36437#36437 Source]):
+
Hint ([http://forums.vega-strike.org/viewtopic.php?p=36437#36437 Source]):
 
* The '''...Maneuver''' variables are a value that can be calculated from "metric tons*degrees/second^2".
 
* 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".
 
* The '''...Governor''' variables are the maximum turn speed defined as "degrees/sec".

Latest revision as of 07:23, 9 February 2014

arrow_left.png Add Per Pixel Lighting arrow_up.png HowTos Edit Unit Files arrow_right.png

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)
  • STATUS (string) - Development status, for internal use only.
  • FoFID (string) (currently is not supported)
  • Object_Type (string)
  • Combat_Role (string) - combat role that the ship has. It selects the row in ai/VegaEvents.csv and ai/VegaPriorities.csv tables, defining the action choice and target priorities.
  • Textual_Description (string)
  • Hud_image (string) - HUD image, a sprite format file. Extension .spr. See also HowTo:Edit HUDs.
  • 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) (currently is not supported)
  • Fuel_Capacity (metric tons)
  • Hull (VSD) - Specifies the ships Hull durability
  • 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). Used for all shields.
  • Shield_Back_Top_Left (VSD) - Specifies the ships Shield (electric armor). Used for all shields.
  • Shield_Front_Bottom_Right (VSD) - Specifies the ships Shield (electric armor). Not used for dual shields.
  • Shield_Front_Bottom_Left (VSD) - Specifies the ships Shield (electric armor). Not used for dual shields.
  • Shield_Back_Top_Right (VSD) - Specifies the ships Shield (electric armor). Not used for dual or quad shields.
  • Shield_Front_Top_Left (VSD) - Specifies the ships Shield (electric armor). Not used for dual or quad shields.
  • Shield_Back_Bottom_Right (VSD) - Specifies the ships Shield (electric armor). Not used for dual or quad shields.
  • Shield_Back_Bottom_Left (VSD) - Specifies the ships Shield (electric armor). Not used for dual or quad shields.
  • 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) - SPEC energy storage, fuel with "WC Fuel Hack" on (see physics/fuel_equals_warp)
  • 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) - energy to use a wormhole
  • Warp_Usage_Cost (800MJ/second) - energy to teleport or use SPEC (the latter divided by physics/warpbleed)
  • Afterburner_Type (int type ) - Specifies the ships engine. Type 1 uses fuel, 0 - reactor energy, 2 - jump fuel, 3 - "NO AFTERBURNER".
  • Afterburner_Usage_Cost (100MJ/s)
  • Maneuver_Yaw (metric tons*degrees/second^2) - Specifies the ships angular acceleration
  • Maneuver_Pitch (metric tons*degrees/second^2) - Specifies the ships angular acceleration
  • Maneuver_Roll (metric tons*degrees/second^2) - Specifies the ships angular acceleration
  • 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) - cone in which autotracking works
  • Max_Cone (Degrees) - cone in which the radar sees objects. Usually is set to 180 (i.e. the full sphere).
  • Lock_Cone (Degrees) - cone in 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) - defines the speed of repairs. Repair time = physics/RepairDroidTime*(remained functionality)/Repair_Droid. Also, critical hits to the repair system decrease this by one.
  • ECM_Rating (int) - each simulation frame, the probability of missile losing the protected target is proportional to this.
  • ECM_Resist (int) FIXME - currently does nothing.
  • Ecm_Drain (800MJ/s) FIXME - currently does nothing.
  • 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) FIXME - currently does nothing.
  • Activation_Speed (m/s) FIXME - currently does nothing.
  • 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 Subunit 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) angle that the turret can turn away from the "fore" vector. Since "fore" and "up" fully define its orientation, unwanted directions are restricted by assigning zero to some of the subunit's own Maneuver_??? and ???_Governor parameters.
    • Example: {turretpdlong;0;2.2;4.5;0;0;1;0;1;0;180.0}{turretpdlong;0;-4.05;10;0;0;1;0;-1;0;180.0}
  • Sound (shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))
    • shieldhit, armorhit, hullhit - See also unitaudio variables section.
    • 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/transparency 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 spending weapons e.g. missiles, mass-drivers, etc... Skipping it waives ammo count, as a possible hack for capships/bases.
    • volume - how much ammo the gun can hold - i.e. ammoammo.volume/mount.volume, or at least 1 (for single-missile pylons).
    • SIZE - size class(es)/type(s) and if they are capable of autotracking.
    • x, y, z - location of weapon
    • xyscale, zscale - scaling of the weapon model. It's rendered only if both scales are >0 and graphics/draw_weapons is set to "true".
    • 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 (?) (currently is not supported)
  • Dock ({Type(int);x(meters);y(meters);z(meters);size(meters);minsize(meters)})
    • Type(int) - (optional) 0 - outside (the ship hangs there); 1 - inside whether (the ship disappears); 10 - connected (has a waypoint); 20 - waypoint (for autodocking). The type is defined by the sum of these values.
    • x, y, z - location of dock (in meters)
    • size - size of dock port (radius, in meters). The ship must be smaller than the size of the dock, otherwise it will remain in open space.
    • minsize -
    • Example: {;-14.13;50.99;116.67;16.0;0}{20;-18.43;257.52;-31.63;48.0;0}{10;-18.43;197.63;-31.63;32.0;0}{;-18.43;144.8;-31.63;16.0;0}
  • 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 - e.g "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 - A category to use from Master Part List.
    • 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 - Used to mark mission cargo in saved games. As such, it's not meaningful in ruleset data.
    • 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)
  • Num_Animation_Stages (int)
  • Upgrade_Storage_Volume (float)
  • Heat_Sink_Rating (float) - refire delay multiplier. For all and any mounts - which is why it's currently not used, though still can be useful for turrets.
  • Shield_Efficiency (float) - shield recharge efficiency (1 normalized fraction). E.g. 0.5 means the shield consumes 2x energy while recharging.
  • Num_Chunks (int) - affects the unit shattering on destruction.
  • Collide_Subunits (boolean) - whether to recurse into subunits on collision.
  • Spec_Interdiction (float) - the unit affecting SPEC around it other than by plain mass value
  • Tractorability (text flags) - "p"|"P" adds push, "i"|"I" adds tractoring in, empty string assumes push-only, unrecognized gives immunity to tractors. Player ships get physics/PlayerTractorabilityMask in addition to this.
  • Equipment_Space (m^3) - supposed to be raw internal hull volume, not ready Upgrade / Cargo storage space. (works, but not used in units.csv currently)
  • Hidden_Hold_Volume (m^3) - cargo storage space for contraband. (works, but not used in units.csv currently)

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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