HowTo:Edit units.csv
Revision as of 06:07, 1 April 2005 by 202.50.187.13 (talk)
Create Ships in Wings3D | HowTo | Edit Unit Files |
Contents
UNITS.CSV
The Units.csv file contains specific information on all Vessels and Installations and Upgrades in VegaStrike.
Units 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 Units 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.
- 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)
- Shield_Mesh (string) - (optional) xmesh-file to use for the shield instead of a sphere. Extension
- 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 -
- 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
- Sound (shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))
- 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
- 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)
- Net_Comm (?)
- Dock ({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})
- Cargo_Import ({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)})
- Cargo ({filename(string);Category(string);price(credits);quant(int);mass(metric Tons);volume(meters*meters*meters);functionality(percentage);maxfunctionality(percentage);description(string);missionCargo(bool)})
- Explosion (string)
- Equipment_Space (m^3)
- Num_Animation_Stages (int)
- Upgrade_Storage_Volume (float)
- Heat_Sink_Rating (float)
Editing 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
- Units.csv in CVS
- Edit Unit Files
- Add Descriptions
- Adding Cargo
- Adding Upgrades
- Editing Master_part_list.csv
Create Ships in Wings3D | HowTo | Edit Unit Files |