Difference between revisions of "HowTo:Edit Unit Files"
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Revision as of 00:08, 4 March 2005
Examples taken from the wayfarer ship (now named the llama), for full description see below.
<Unit Scale="1"> <Cockpit file="heavy-cockpit.cpt" x="0" y="0" z="0" /> <Meshfile file="rescue-hull-e.xmesh" /> <Mount weapon="Ion" size="Light Medium Heavy" x="9.8108" y="1.757" z="11.8091" /> <Sound> </Sound> <Defense HudImage="wayfarer-hud.spr" > <Armor front="250" right="225" left="225" back="240" /> <Shields front="150.000000" back="150.000000" recharge="30.000000" /> <Hull strength="200.000000" /> </Defense> <Stats mass="1096" momentofinertia="1096" fuel="40000000" /> <Thrust > <Engine Afterburner="117007" Forward="22523" Retro="27935" Left="22231" Right="22231" Top="22231" Bottom="22231" /> <Maneuver yaw="289943" pitch="239988" roll="399637" /> </Thrust> <Computer yaw="60.400002" pitch="50.600006" roll="80.400002" afterburner="85" maxspeed="30" /> <Energy > <Reactor recharge="60" limit="400" /> </Energy> <Jump delay="2" jumpenergy="150" /> <description combatRole="SHUTTLE" > Some cool description of the ship. </description> <Hold volume="125" > <Category file="Natural_Products/Natural_Resources" > <import price=".8" pricestddev=".2" quantity="0" quantitystddev="5" /> </Category> </Hold> <Light file="supernova.bmp" x="-10.24" y="-2.759" z="-18.302" size="6" /> <Dock x="0" y="-4.7" z="6" size="10" /> </Unit>
The original desciption of the xunit syntax from hellcatv is located in cvs under units/description/xunit (VSD = 5400 kJ (kilojoules).
<Unit ...> </Unit> - Marks the begin and the end of the unit(file)
- Scale - Sets the scaling of the unit in the game
- <Cockpit .../> - Defines a cockpit for the ship.
- file - Points to a cockpit file. Extension .cpt
- x,y,z - Coordinates where the Cockpit should be in the Unit/Ship (in meters)
- See also HowTo:Edit HUDs.
- <Meshfile .../>
- __file__ - Points to a xmesh-file of the ship. Extension __.xmesh__
- __texturestarttime__ - (__optional__) Defines the starting delay of a mesh animation. See [here|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688] for more.
- __RANDOM__ - Random start delay.
- time until mesh animation starts
- __startframe__ - (__optional__) Defines the starting-frame of a mesh animation. See [here|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688] for more.
- __RANDOM__ - Random start-frame.
- number of start-frame
- <__~ShieldMesh__> - (__optional__) xmesh-file to use for the shield instead of a sphere. Extension __.xmesh__
- <__~RapidMesh__> - (__optional__) xmesh-file to load and use for collisions with other units/ships/... instead of the Meshfile from above (not drawn) Extension __.xmesh__
- <__~BspMesh__> - (__optional__) xmesh-file to use for beam and bolt collisions (not drawn) Extension __.xmesh__
- <__Mount__ .../> - (__optional__)(repeatable) Specifies a weapon mount
- __weapon__ - Type of weapon (see [weapon_list.xml|http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/vegastrike/data/weapon_list.xml] in your vs-data directory or to not alway up to date VsManualDbShipWeapons)
- __size__ - size class (which sizes it can hold) and if it's autotracking (goes inside the long string e.g: size="LIGHT MEDIUM AUTOTRACKING")
- LIGHT
- MEDIUM
- HEAVY
- SPECIAL
- CAPSHIP-LIGHT
- CAPSHIP-MEDIUM
- CAPSHIP-HEAVY
- AUTOTRACKING
- SPECIAL-MISSLE
- LIGHT-MISSLE
- MEDIUM-MISSLE
- HEAVY-MISSLE
- LIGHT-CAPSHIP-MISSLE
- MEDIUM-CAPSHIP-MISSLE
- HEAVY-CAPSHIP-MISSLE
- __ammo__ - how much ammo the gun holds (only needed for ammo needing weapons e.g. missles,torpedos,...)
- __volume__: (__optional__ see "ammo") how much ammo the gun can hold if you refill
- __x__,__y__,__z__ - location of weapon (in meters ;-))
- __ri__,__rj__,__rk__ - (__optional__) R-vector forward vector) of gun (assume 0,0,1)
- __qi__,__qj__,__qk__ - (__optional__) Q-vector (up vector) of gun (assume 0,1,0)
- <__Sound__> </Sound> - __nothing yet ???__
- <__Defense__ ...> </Defense> -
- __~HudImage__ - sprite file to use when targetted
- __~ExplosionAni__ - (__optional__) special explosion to use
- __~RepairDroid__ - (__optional__) strength of repair system (0-6)
- __ECM__ - (__optional__) type of ECM (Electronic Counter Measure)
- <__Armor__ .../> - Specifies the ships physical armor
- __front__ - Forward max armor in VSD
- __right__ - Right armor in VSD
- __left__ - Left armor in VSD
- __back__ - Back armor in VSD
- <__Shields__ .../> - Specifies the ships Shield (electric armor)
- __front__ - Forward max shields in VSD
- __back__ - Back shields in VSD
- __recharge__ - Shield regeneration if not violating speed limit in VSD/s
- __leak__ - (__optional__) how much leak these shields have (usually 0%) between 0 and 100
- __left__ - (__optional__) Left shields in VSD
- __right__ - (__optional__) Right shields in VSD
- __top__ - (__optional__) Top shields) in VSD
- __bottom__ - (__optional__)bottom shields in VSD
- <__Hull__ .../> - Specifies the ships Hull
- __strength__ - Max hull in VSD
- <__Cloak__ .../> - (__optional__) Specifies the ships cloak device
- __missing__ - if 1, then no cloak is here. also missing in abserce of optional tag
- __cloakmin__ - minimum percentage of cloakedness
- __cloakglass__ - boolean whether or not effect 2 is used
- __cloakrate__ - time per second to cloak in decimal per second
- __cloakenergy__ - how much energy this takes in 100kJ
- <__Stats__ .../> - Specifies the statics of the ship
- __mass__ - mass in metric tonnes (kkg)
- __momentofinertia__ - mass*m*m in (metric tonnes * meter * meter)
- __fuel__ - amount of fuel
- <__Thrust__>...</Thrust> - Specifies the ships thrust
- <__Engine__ /> - Specifies the ships engine
- __Afterburner__ - Thrust with afterburners in metric tonnes meters per second squared
- __Forward__ - Thrust without afterburners in kkg*m/s^2
- __Retro__ - Reverse thrust in kkg*m/s^2
- __Left__ - Left thrust in kkg*m/s^2
- __Right__ - Right thrust in kkg*m/s^2
- __Top__ - Top thrust in kkg*m/s^2
- __Bottom__ - Bottom thrust in kkg*m/s^2
- <__Maneuver__ .../> - Specifies the ships maneuver data
- __yaw__ - Right yaw in metric tonnes degrees per second squared
- __pitch__ - Right pitch in kkg*deg/s^2
- __roll__ - Right roll in kkg*deg/s^2
- <__Engine__ /> - Specifies the ships engine
- <__Computer__ ...> ... </Computer>-
- __yaw__ - max yaw in degrees per second
- __pitch__ - max pitch in dps
- __roll__ - max roll in dps
- __afterburner__ - Max safe speed with afterburners in m/s
- __maxspeed__ - Max safe speed without afterburner in m/s
- __slidestart__ - (__optional__) number of tenths of seconds before fully reacting to keyboard (smoothing)
- __slideend__ - (__optional__) number of tenths of seconds to stop
- <__Radar__ .../> - Specifies the ships radar system
- __itts__ - if the unit has ability to target track with lead
- __color__ - if unit has color radar
- __range__ - maximum range of radar
- __error__ - (__optional__) currently unused
- __trackingCone__ - cosine of cone at which guns may track
- __lockcone__ - cosine of cone at which missiles gain locking time
- __mintargetsize__ - unused...but supposedly minimum target this can do
- <__Energy__> ... </Energy> -
- <__Reactor__ .../> - Specifies the ships poer unit (reactor)
- __recharge__ - recharging of reactor in 100 MJ/s
- __limit__ - max storage of reactor in 100 MJ/s
- <__Reactor__ .../> - Specifies the ships poer unit (reactor)
- <__Jump__ .../> - (__optional__)
- __delay__ - seconds before jump drive initiates
- __jumpenergy__ - energy to jump
- __wormhole__ - forces units to teleport upon touching this one
- __missing__ - boolean whether the jump drive is missing (assumed missing in absence of tag)
- __delay__ - seconds before jump drive initiates
- <__description__ ...>... </description> - (repeatable)
- __combatrole__ - combat role that the ship has (see [ai/VegaPriorities.csv|http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/vegastrike/data/ai/VegaPriorities.csv?rev=HEAD&content-type=text/plain] )
- __lang__ - (__optional__) Language code for the language the description is written in.
- e.g lang='DE' for german language
- See this link for all codes: http://www.xs4all.nl/~margjos/langen.htm
- If no lang attribute is specified the description is meant to be english. (is this correct'?')
- Some cool description of the ship.
- <__Hold__ ...> ... </Hold>
- __volume__ - volume in cargo units
- <__Category__ ...> ... </Category> - (__optional__)(repeatable) A category to use from the Vs-~MasterPartList'.
- __file__ -
- e.g. file="Natural_Products/Natural_Resources"
- <__import__ .../> (__optional__)
- __price__ - price scale (multiplied by price in list)
- __pricestddev__ - price scale variation (above adjusted by this)
- __quantity__ - quantity of this sort of cargo
- __quantitystddev__ - quantity variation
- <__Cargo__ .../> (__optional__)(repeatable)
- __file__ - name of cargo
- __price__ - price of cargo
- __quantity__ - ammount of cargo
- __mass__ - mass in tonnes
- __volume__ - size of cargo in cargo units
- __description__ - (__optional/unused__)
- __file__ -
- <__Light__ .../> - (__optional__)(repeatable) Specifies an engine-flame/light/glow/whatever on your ship
- __file__ - meshfile (sans .xmesh) for this engine model
- e.g. "supernova.bmp" it's actually a xmesh file
- __x__,__y__,__z__ - location of light (in meters ;-))
- __size__ - size of engine (radius, in meters ;-))
- __red__,__blue__,__green__ - (__optional__)red/blue/green dye of engine
- __file__ - meshfile (sans .xmesh) for this engine model
- <__Dock__ .../> - (__optional__)(repeatable) A place where another unit can dock.
- __x__,__y__,__z__ - location of dock (in meters ;-))
- __size__ - size of dock port (radius, in meters ;-))
- __dockinternal__: (__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.
- <__~SubUnit__ .../> - (__optional__)(repeatable) 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
- __file__: unit file that can be referenced frmo toplevel units
- __size__: size class (which sizes it can hold)
- __x__,__y__,__z__ - location of subunit (in meters ;-))
- __ri__,__rj__,__rk__ - (__optional__) R-vector (forward vector) of subunit (assume 0,0,1)
- __qi__,__qj__,__qk__ - (__optional__) Q-vector (up vector) of subunit (assume 0,1,0)
- __restricted__ - (__optional__) minimum dot with rj that the turret can have so it can't turn inside itself
- <__~CockpitDamage__ .../> - (__optional__)(repeatable up to 1+NUMGAUGES+MAXVDUS or 29)
- NOTE: If you have more, strange things may happen, as it will probably overrun the cockpitdamage buffer.
- __damage__ - float between 0 and 1 depending on the amount of static the vdu has.
- <__Upgrade__ .../> - (__optional__)(repeatable) an upgrade unit that adds its stats onto this unit (as if you had bought it from the shop).
- __file__ - the file to upgrade it with.
! #[Turret-Directions] - [Link|#Turret-Directions]
There are 2 vectors for turrets: __r__ and __q__
__r__ is the __forward vector__:
- x component = ri
- y component = rj
- z component = rk
When forward is pointing in the +z direction then rk is 1 and ri and rj are zero hence ri*ri+rj*rj+rk*rk = 0*0+0*0+1*1=1
__q__ is the __up vector__:
- x component = qi
- y component = qj
- z component = qk
When forward is pointing in the +z direction then qj is 1 and qi and qj are zero hence qi*qi+qj*qj+qk*qk = 0*0+1*1+0*0=1
! #[Unit-Differences] between the various unit files - [Link|#Unit-Differences] See also [this|http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1811] thread.
- __<file without extension>__
- default unit file
- __.blank__ file
- As the name already says, this is the 'blank' unit file. This ship doesn't have any weapons or upgrades on it.
- __.template__ file
- The template basically defines the maximum values for a ship/unit. e.g:
- max speed
- max yaw
- max power
- ...
- The upgrades available to a ship are also located in this file.
- The actual upgrades and how they behave are defined by unit files located in the units/factions/upgrades directory. Just look at a few of the files in there and it should be pretty straightforward. There need to be a section in the wiki for the description of this :-)
- A (not always up to date) list of upgrades is under VsManualDbShipUpgrades.
- Example:
- The template basically defines the maximum values for a ship/unit. e.g:
<verbatim> <Upgrade file="reactor_level_3"/> <Upgrade file="mult_gun_cooler"/> <upgrade file="add_reactor_capacitance"/> </verbatim>
- __.<factionname>__
- unit file for the named faction ... e.g dodo.confed
Last updated: Pontiac 2004.01.21 %%%Created: Pontiac 2003.04.27
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