Difference between revisions of "De:Handbuch:Config:Erweitert:Variablen"

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{{Languages|En|Manual:Config:Advanced:Variables}}
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{{Languages|De|Manual:Config:Advanced:Variables}}
 
{{NAV_Manual |
 
{{NAV_Manual |
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]
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| previous=[[De:Handbuch:Config:Erweitert:Bindings|Bindings]]
| up=[[Manual:Config:Advanced|Config:Advanced]]
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| up=[[De:Handbuch:Konfiguration:Erweitert|Erweiterte Konfiguration]]
| next=[[Manual:Config:Advanced|Config:Advanced]]
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| next=[[De:Handbuch:Konfiguration:Erweitert|needtobefixed]]
 
}}
 
}}
 
----
 
----
= Configuration variables =
+
= Konfigurationsvariablen =
 
{{Fixme}} ''<Variables> + <colors>''
 
{{Fixme}} ''<Variables> + <colors>''
 
{{Fixme}} ''Syntax of the variables and where to put them.''
 
{{Fixme}} ''Syntax of the variables and where to put them.''
  
=="<code>Physics</code>" section==
+
=="<code>Physics</code>" Abschnitt==
 
* <code>'''collision_inertial_time'''</code> [float] - {{Fixme}}
 
* <code>'''collision_inertial_time'''</code> [float] - {{Fixme}}
 
** <code>1.25</code> <small>(default)</small>
 
** <code>1.25</code> <small>(default)</small>
* <code>'''game_speed'''</code> [float]- Changed by setup program, depends on difficulty setting.
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* <code>'''game_speed'''</code> [float]- Wird vom Setup entsprechend des Schwierigkeitsgrads gewählt.
 
** <code>1</code> <small>(default)</small>
 
** <code>1</code> <small>(default)</small>
 
* <code>'''game_speed_lying'''</code> [boolean] - {{Fixme}}
 
* <code>'''game_speed_lying'''</code> [boolean] - {{Fixme}}
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** <code>false</code> <small>(default)</small>
 
** <code>false</code> <small>(default)</small>
  
=="<code>graphics</code>" section==
+
=="<code>graphics</code>" Abschnitt==
* <code>'''head_lag'''</code> [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcomming the intertia of the turn. This value determines how much this 'overcomming' is in frames. Practically it affects how much the cockpit is shifted on-screen.
+
* <code>'''head_lag'''</code> [integer] - Verzögerung der Kopfbewegung. Wenn das Schiff gedreht wird, verzögert sich die Mitbewegung des Lopfes um einen bestimmten Faktor, der hier bestimmt wird. Letztendlich entscheidet dies, wie sehr das Cockpit im Spiel sich bewegt.
 
** <code>10</code> <small>(default)</small>
 
** <code>10</code> <small>(default)</small>
 
* <code>'''pan_on_auto'''</code> [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''
 
* <code>'''pan_on_auto'''</code> [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''
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* <code>'''shake_speed'''</code> [float] - {{Fixme}}
 
* <code>'''shake_speed'''</code> [float] - {{Fixme}}
 
** <code>50</code> <small>(default)</small>
 
** <code>50</code> <small>(default)</small>
* <code>'''shake_reduction'''</code> [float] - Cockpit shake reduction amount.
+
* <code>'''shake_reduction'''</code> [float] - Cockpitschütteln wird vermindert.
 
** <code>8</code> <small>(default)</small>
 
** <code>8</code> <small>(default)</small>
 
* <code>'''shove_camera_down'''</code> [float] - {{Fixme}}
 
* <code>'''shove_camera_down'''</code> [float] - {{Fixme}}
 
** <code>.3</code> <small>(default)</small>
 
** <code>.3</code> <small>(default)</small>
* <code>'''shield_texture'''</code> [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.
+
* <code>'''shield_texture'''</code> [string/file] - Textur für Schild Effekte. Da sie mit Alpha-Blending dargestellt wird, bedeutet Schwarz totale Transparenz.
 
** <code>shield.bmp</code> <small>(default)</small>
 
** <code>shield.bmp</code> <small>(default)</small>
 
* <code>'''reflectivity'''</code> [float] - {{Fixme}} ''What does the next line mean?''
 
* <code>'''reflectivity'''</code> [float] - {{Fixme}} ''What does the next line mean?''
** <code>.2</code> <small>(default)</small>: (0.0-1.0) default reflection level (1.0 = very shiny).  
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** <code>.2</code> <small>(default)</small>: (0.0-1.0) Standard Reflektionswert (1.0 ist sehr spiegelnd).
* <code>'''star_shine'''</code> [string/file] - List of .ani files for a sun's flare effect separated by single spaces.
+
* <code>'''star_shine'''</code> [string/file] - Eine Liste von .ani Dateien fpr Sonneneffekte.
 
** <code>shine.ani</code> <small>(default)</small>
 
** <code>shine.ani</code> <small>(default)</small>
  
=="<code>hud</code>" section==
+
=="<code>hud</code>" Abschnitt==
 
* <code>'''radarType'''</code>
 
* <code>'''radarType'''</code>
** <code>WC</code> <small>(default)</small> - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.
+
** <code>WC</code> <small>(default)</small> - Zeigt zwei Radarschirme am unteren Bildschirmrand. Das linke ist das Front- das rechte das Heckradar.
** <code>Elite</code> - 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).
+
** <code>Elite</code> - Zegt nur einen Radarschirm. Einheiten werden als Punkte und vertikale Linien dargestellt. Die Einheiten werden auf einer horizontalen Ebene (der Schiffsebene) dargestellt. Der Punkt ist die Position des Kontaktes auf dieser Ebene, während die Linie den Höhenunterschied darstellt.
 
* <code>'''min_target_box_size'''</code>
 
* <code>'''min_target_box_size'''</code>
** <code>.01</code> <small>(default)</small> - Minimum target box size.
+
** <code>.01</code> <small>(default)</small> - Minimale Zielaufschlussklammer.
 
* <code>'''DrawTargettingBoxes'''</code>
 
* <code>'''DrawTargettingBoxes'''</code>
 
** <code>true</code> <small>(default)</small> - Enable box display. Allow <code>drawAllTargetBoxes</code>, <code>drawLineToTarget</code>, <code>drawLineToTargetsTarget</code>, <code>drawAlwaysITTS</code> .
 
** <code>true</code> <small>(default)</small> - Enable box display. Allow <code>drawAllTargetBoxes</code>, <code>drawLineToTarget</code>, <code>drawLineToTargetsTarget</code>, <code>drawAlwaysITTS</code> .
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** <code>false</code> <small>(default)</small> - Does not display units in boxes except the selected one.
 
** <code>false</code> <small>(default)</small> - Does not display units in boxes except the selected one.
 
* <code>'''drawLineToTarget'''</code>
 
* <code>'''drawLineToTarget'''</code>
** <code>true</code> - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).
+
** <code>true</code> - Eine Linie wird zwischen deinem und dem anvisierten Schiff gezogen. Erlaubt: drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).
** <code>false</code> - Disable the line.
+
** <code>false</code> - Schaltet Linie ab.
 
* <code>'''drawLineToTargetsTarget'''</code>
 
* <code>'''drawLineToTargetsTarget'''</code>
** <code>true</code> - Disable the line.
+
** <code>true</code> - Schaltet Linie ab.
** <code>false</code> -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).
+
** <code>false</code> -  Zieht eine Linie zwischen deinem Ziel und dessen anvisierten Zieles.
 
* <code>'''drawLineToITTS'''</code>
 
* <code>'''drawLineToITTS'''</code>
** <code>true</code> - Draw [[Terminology:ITTS|ITTS]] line.
+
** <code>true</code> - Zeichne [[Terminology:ITTS|ITTS]] Linie.
 
** <code>false</code> <small>(default)</small> - {{Fixme}}
 
** <code>false</code> <small>(default)</small> - {{Fixme}}
 
* <code>'''drawAlwaysITTS'''</code>
 
* <code>'''drawAlwaysITTS'''</code>
** <code>true</code> - Force [[Terminology:ITTS|ITTS]] drawing.
+
** <code>true</code> - Erzwinge [[Terminology:ITTS|ITTS]] Darstellung.
 
** <code>false</code> <small>(default)</small> - {{Fixme}}
 
** <code>false</code> <small>(default)</small> - {{Fixme}}
* <code>'''DrawTheirRelationColor'''</code> - Determines the box color of the selected target.
+
* <code>'''DrawTheirRelationColor'''</code> - Bestimmt die Farbe der Zielaufschlussklammer.
** <code>true</code> <small>(default)</small> - The box color corresponds to the target relation towards you.
+
** <code>true</code> <small>(default)</small> - Die Farbe ändert sich passend zum Verhältnis des Zieles dir gegenüber.
** <code>false</code> - The box color corresponds to your relation towars the target.
+
** <code>false</code> - Die Farbe ändert sich bezüglich deiner Beziehung zum Ziel.
 
* <code>'''drawNavSymbol'''</code> - Does not seem to work (on 7th March 2004). {{Fixme}}
 
* <code>'''drawNavSymbol'''</code> - Does not seem to work (on 7th March 2004). {{Fixme}}
 
** <code>true</code> - {{Fixme}}
 
** <code>true</code> - {{Fixme}}

Latest revision as of 16:42, 28 February 2007

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arrow_left.png Bindings arrow_up.png Erweiterte Konfiguration needtobefixed arrow_right.png

Konfigurationsvariablen

FIXME <Variables> + <colors> FIXME Syntax of the variables and where to put them.

"Physics" Abschnitt

  • collision_inertial_time [float] - FIXME
    • 1.25 (default)
  • game_speed [float]- Wird vom Setup entsprechend des Schwierigkeitsgrads gewählt.
    • 1 (default)
  • game_speed_lying [boolean] - FIXME
    • true
    • false (default)

"graphics" Abschnitt

  • head_lag [integer] - Verzögerung der Kopfbewegung. Wenn das Schiff gedreht wird, verzögert sich die Mitbewegung des Lopfes um einen bestimmten Faktor, der hier bestimmt wird. Letztendlich entscheidet dies, wie sehr das Cockpit im Spiel sich bewegt.
    • 10 (default)
  • pan_on_auto [boolean] - Sets if there should be an camera switch + flyby on autopilot activation. FIXME No longer used?
    • true (default)
    • false
  • shake_speed [float] - FIXME
    • 50 (default)
  • shake_reduction [float] - Cockpitschütteln wird vermindert.
    • 8 (default)
  • shove_camera_down [float] - FIXME
    • .3 (default)
  • shield_texture [string/file] - Textur für Schild Effekte. Da sie mit Alpha-Blending dargestellt wird, bedeutet Schwarz totale Transparenz.
    • shield.bmp (default)
  • reflectivity [float] - FIXME What does the next line mean?
    • .2 (default): (0.0-1.0) Standard Reflektionswert (1.0 ist sehr spiegelnd).
  • star_shine [string/file] - Eine Liste von .ani Dateien fpr Sonneneffekte.
    • shine.ani (default)

"hud" Abschnitt

  • radarType
    • WC (default) - Zeigt zwei Radarschirme am unteren Bildschirmrand. Das linke ist das Front- das rechte das Heckradar.
    • Elite - Zegt nur einen Radarschirm. Einheiten werden als Punkte und vertikale Linien dargestellt. Die Einheiten werden auf einer horizontalen Ebene (der Schiffsebene) dargestellt. Der Punkt ist die Position des Kontaktes auf dieser Ebene, während die Linie den Höhenunterschied darstellt.
  • min_target_box_size
    • .01 (default) - Minimale Zielaufschlussklammer.
  • DrawTargettingBoxes
    • true (default) - Enable box display. Allow drawAllTargetBoxes, 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
    • true - Eine Linie wird zwischen deinem und dem anvisierten Schiff gezogen. Erlaubt: drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).
    • false - Schaltet Linie ab.
  • drawLineToTargetsTarget
    • true - Schaltet Linie ab.
    • false - Zieht eine Linie zwischen deinem Ziel und dessen anvisierten Zieles.
  • drawLineToITTS
    • true - Zeichne ITTS Linie.
    • false (default) - FIXME
  • drawAlwaysITTS
    • true - Erzwinge ITTS Darstellung.
    • false (default) - FIXME
  • DrawTheirRelationColor - Bestimmt die Farbe der Zielaufschlussklammer.
    • true (default) - Die Farbe ändert sich passend zum Verhältnis des Zieles dir gegenüber.
    • false - Die Farbe ändert sich bezüglich deiner Beziehung zum Ziel.
  • drawNavSymbol - Does not seem to work (on 7th March 2004). FIXME
    • true - FIXME
    • false (default) - FIXME

"joystick" section

  • mouse_cursor - This parameter is set to true when [Mouse glide] control is selected in setup.
    • true - In-flight control using [Mouse glide]. When enabled, warp_mouse must be set to false.
    • false (default) - Set when no mouse support is required or when warp_mouse is set to true.
  • mouse_crosshair - Mouse cursor appearance when [Mouse glide] is selected (when mouse_cursor is true).
  • crosshairs.spr (default) - If mouse_cursor is true, 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.

"cockpitaudio" section

This section contains names of wave files that happen on these events.

Example

FIXME Insert a very short example code showing a variable definition (and subsections).

See also


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