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

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The columns of the units.csv file and their description are;
 
The columns of the units.csv file and their description are;
*Key
 
*Directory
 
*Name
 
*FoFID
 
*Object_Type
 
*Combat_Role
 
*Textual_Description
 
*Hud_image
 
*Unit_Scale - Sets the scaling of the unit in the game
 
*Cockpit - Points to a cockpit file. Extension <code>.cpt</code>. See also [[HowTo:Edit HUDs]].
 
**CockpitX - Coordinates where the Cockpit should be in the Unit/Ship (in meters)
 
**CockpitY - Coordinates where the Cockpit should be in the Unit/Ship (in meters)
 
**CockpitZ - Coordinates where the Cockpit should be in the Unit/Ship (in meters)
 
*Mesh - Points to a mesh-file of the ship. Extension <code>.xmesh</code>
 
**Shield_Mesh - ('''optional''') mesh-file to use for the shield instead of a sphere. Extension <code>.xmesh</code>
 
**Rapid_Mesh - ('''optional''') mesh-file to load and use for collisions with other '''units/ships/'''... instead of the Meshfile from above (not drawn) Extension <code>.xmesh</code>
 
**BSP_Mesh
 
**Use_BSP
 
**Use_Rapid
 
*Mass
 
*Moment_Of_Inertia
 
*Convex_Hull_Volume
 
*Fuel_Capacity
 
*Hull
 
**Armor_Front_Top_Right
 
**Armor_Front_Top_Left
 
**Armor_Front_Bottom_Right
 
**Armor_Front_Bottom_Left
 
**Armor_Back_Top_Right
 
**Armor_Back_Top_Left
 
**Armor_Back_Bottom_Right
 
**Armor_Back_Bottom_Left
 
**Shield_Front_Top_Right
 
**Shield_Back_Top_Left
 
**Shield_Front_Bottom_Right
 
**Shield_Front_Bottom_Left
 
**Shield_Back_Top_Right
 
**Shield_Front_Top_Left
 
**Shield_Back_Bottom_Right
 
**Shield_Back_Bottom_Left
 
**Shield_Recharge
 
**Shield_Leak
 
*Warp_Capacitor
 
*Primary_Capacitor
 
*Reactor_Recharge
 
*Jump_Drive_Present
 
*Jump_Drive_Delay
 
*Wormhole
 
*Outsystem_Jump_Cost
 
*Warp_Usage_Cost
 
*Afterburner_Type
 
*Afterburner_Usage_Cost
 
*Maneuver_Yaw
 
*Maneuver_Pitch
 
*Maneuver_Roll
 
*Yaw_Governor
 
*Pitch_Governor
 
*Roll_Governor
 
*Afterburner_Accel
 
*Forward_Accel
 
*Retro_Accel
 
*Left_Accel
 
*Right_Accel
 
*Top_Accel
 
*Bottom_Accel
 
*Afterburner_Speed_Governor
 
*Default_Speed_Governor
 
*ITTS
 
*Radar_Color
 
*Radar_Range
 
*Tracking_Cone
 
*Max_Cone
 
*Lock_Cone
 
*Hold_Volume
 
*Can_Cloak
 
*Cloak_Min
 
*Cloak_Rate
 
*Cloak_Energy
 
*Cloak_Glass
 
*Repair_Droid
 
*ECM_Rating
 
*ECM_Resist
 
*Ecm_Drain
 
*Hud_Functionality
 
*Max_Hud_Functionality
 
*Lifesupport_Functionality
 
*Max_Lifesupport_Functionality
 
*Comm_Functionality
 
*Max_Comm_Functionality
 
*FireControl_Functionality
 
*Max_FireControl_Functionality
 
*SPECDrive_Functionality
 
*Max_SPECDrive_Functionality
 
*Slide_Start
 
*Slide_End
 
*Activation_Accel
 
*Activation_Speed
 
*Upgrades
 
*Prohibited_Upgrades
 
*Sub_Units
 
*Sound
 
*Light
 
*Mounts
 
*Net_Comm
 
*Dock
 
*Cargo_Import
 
*Cargo
 
*Explosion
 
*Equipment_Space
 
*Num_Animation_Stages
 
*Upgrade_Storage_Volume
 
*Heat_Sink_Rating
 
  
 
+
* Key ''(Key)''
 
+
* Directory ''(String)''
* <code><'''Meshfile''' .../></code>
+
* Name ''(string)''
** <code>file</code> ** <code>texturestarttime</code> - ('''optional''') Defines the starting delay of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
+
* FoFID ''(string)''
*** <code>RANDOM</code> - Random start delay.
+
* Object_Type ''(string)''
***time until mesh animation starts
+
* Combat_Role ''(string)''
** <code>startframe</code> - ('''optional''') Defines the starting-frame of a mesh animation. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.
+
* Textual_Description ''(string)''
*** <code>RANDOM</code> - Random start-frame.
+
* Hud_image ''(string)''
*** number of start-frame
+
* Unit_Scale ''(float)''
* <code><'''Mount''' .../></code> - ('''optional''')('''repeatable''') Specifies a weapon mount
+
* Cockpit ''(string)''
** <code>weapon</code> - Type of weapon (see '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&content-type=text/vnd.viewcvs-markup weapon_list.xml]''' in the data directory)
+
* CockpitX ''(x=float)''
** <code>size</code> - size class(es)/type(s) and if they are capable of autotracking. The single entries are seperated by spaces. e.g: <code>size="LIGHT MEDIUM AUTOTRACKING"</code>
+
* CockpitY ''(y=float)''
*** <code>LIGHT</code>
+
* CockpitZ ''(z=float(meters))''
*** <code>MEDIUM</code>
+
* Mesh ''({filename(string);frame(int);texturetime(float)})''
*** <code>HEAVY</code>
+
* Shield_Mesh ''(string)''
*** <code>SPECIAL</code>
+
* Rapid_Mesh ''(string)''
*** <code>CAPSHIP-LIGHT</code>
+
* BSP_Mesh ''(string)''
*** <code>CAPSHIP-MEDIUM</code>
+
* Use_BSP ''(boolean)''
*** <code>CAPSHIP-HEAVY</code>
+
* Use_Rapid ''(boolean)''
*** <code>AUTOTRACKING</code>
+
* Mass ''(metric tons)''
*** <code>SPECIAL-MISSILE</code>
+
* Moment_Of_Inertia ''(metric tons * meters*meters)''
*** <code>LIGHT-MISSILE</code>
+
* Convex_Hull_Volume ''(meters * meters * meters)''
*** <code>MEDIUM-MISSILE</code>
+
* Fuel_Capacity ''(metric tons)''
*** <code>HEAVY-MISSILE</code>
+
* Hull ''(VSD)''
*** <code>LIGHT-CAPSHIP-MISSILE</code>
+
* Armor_Front_Top_Right ''(VSD)''
*** <code>MEDIUM-CAPSHIP-MISSILE</code>
+
* Armor_Front_Top_Left ''(VSD)''
*** <code>HEAVY-CAPSHIP-MISSILE</code>
+
* Armor_Front_Bottom_Right ''(VSD)''
** <code>ammo</code> - how much ammo the gun holds (only needed for ammo needing weapons e.g. missiles,torpedos,...)
+
* Armor_Front_Bottom_Left ''(VSD)''
** <code>volume</code> - ('''optional''' see "ammo") how much ammo the gun can hold if you refill
+
* Armor_Back_Top_Right ''(VSD)''
** <code>x</code>,<code>y</code>,<code>z</code> - location of weapon (in meters ;-))
+
* Armor_Back_Top_Left ''(VSD)''
** <code>ri</code>,<code>rj</code>,<code>rk</code> - ('''optional''') R-vector forward vector) of gun (assume 0,0,1)
+
* Armor_Back_Bottom_Right ''(VSD)''
** <code>qi</code>,<code>qj</code>,<code>qk</code> - ('''optional''') Q-vector (up vector) of gun (assume 0,1,0)
+
* Armor_Back_Bottom_Left ''(VSD)''
* <code><'''Sound'''> </Sound></code> - {{Fixme}} '''nothing yet ???'''
+
* Shield_Front_Top_Right ''(VSD)''
* <code><'''Defense''' ...> </Defense></code> - {{Fixme}}
+
* Shield_Back_Top_Left ''(VSD)''
** <code>HudImage</code> - sprite file to use when targetted {{Fixme}} ''relative to what?''
+
* Shield_Front_Bottom_Right ''(VSD)''
** <code>ExplosionAni</code> - ('''optional''') special explosion to use
+
* Shield_Front_Bottom_Left ''(VSD)''
** <code>RepairDroid</code> - ('''optional''') strength of repair system (0-6)
+
* Shield_Back_Top_Right ''(VSD)''
** <code>ECM</code> - ('''optional''') type of ECM (Electronic Counter Measure)
+
* Shield_Front_Top_Left ''(VSD)''
** <code><'''Armor''' .../></code> - Specifies the ships physical armor
+
* Shield_Back_Bottom_Right ''(VSD)''
*** <code>front</code> - Forward max armor in VSD
+
* Shield_Back_Bottom_Left ''(VSD)''
*** <code>right</code> - Right armor in VSD
+
* Shield_Recharge ''(VSD/second)''
*** <code>left</code> - Left armor in VSD
+
* Shield_Leak ''(percentage)''
*** <code>back</code> - Back armor in VSD
+
* Warp_Capacitor ''(800MJ)''
** <code><'''Shields''' .../></code> - Specifies the ships Shield (electric armor)
+
* Primary_Capacitor ''(100MJ)''
*** <code>front</code> - Forward max shields in VSD
+
* Reactor_Recharge ''(100MJ/s)''
*** <code>back</code> - Back shields in VSD
+
* Jump_Drive_Present ''(Boolean )''
*** <code>recharge</code> - Shield regeneration if not violating speed limit in VSD/s
+
* Jump_Drive_Delay ''(seconds)''
*** <code>leak</code> - ('''optional''') how much leak these shields have (usually 0%) between 0 and 100
+
* Wormhole ''(boolean)''
*** <code>left</code> - ('''optional''') Left shields in VSD
+
* Outsystem_Jump_Cost ''(800MJ)''
*** <code>right</code> - ('''optional''') Right shields in VSD
+
* Warp_Usage_Cost ''(800MJ/second)''
*** <code>top</code> - ('''optional''') Top shields) in VSD
+
* Afterburner_Type ''(int type )''
*** <code>bottom</code> - ('''optional''')bottom shields in VSD
+
* Afterburner_Usage_Cost ''(100MJ/s)''
** <code><'''Hull''' .../></code> - Specifies the ships Hull
+
* Maneuver_Yaw ''(metric tons*degrees/second^2)''
*** <code>strength</code> - Max hull in VSD
+
* Maneuver_Pitch ''(metric tons*degrees/second^2)''
** <code><'''Cloak''' .../></code> - ('''optional''') Specifies the ships cloak device
+
* Maneuver_Roll ''(metric tons*degrees/second^2)''
*** <code>missing</code> - if 1, then no cloak is here. also missing in abserce of optional tag
+
* Yaw_Governor ''(degrees/sec)''
*** <code>cloakmin</code> - minimum percentage of cloakedness
+
* Pitch_Governor ''(degrees/sec)''
*** <code>cloakglass</code> - boolean whether or not effect 2 is used
+
* Roll_Governor ''(degrees/sec)''
*** <code>cloakrate</code> - time per second to cloak in decimal per second
+
* Afterburner_Accel ''(metric tons*m/s^2)''
*** <code>cloakenergy</code> - how much energy this takes in 100kJ
+
* Forward_Accel ''(metric tons*m/s^2)''
* <code><'''Stats''' .../></code> -  Specifies the statics of the ship
+
* Retro_Accel ''(metric tons*m/s^2)''
** <code>mass</code> - mass in metric tonnes (kkg)
+
* Left_Accel ''(metric tons*m/s^2)''
** <code>momentofinertia</code> - mass*m*m in (metric tonnes * meter * meter)
+
* Right_Accel ''(metric tons*m/s^2)''
** <code>fuel</code> - amount of fuel
+
* Top_Accel ''(metric tons**m/s^2)''
* <code><'''Thrust'''>...</Thrust></code> - Specifies the ships thrust
+
* Bottom_Accel ''(metric tons*m/s^2)''
** <code><'''Engine''' /></code> - Specifies the ships engine
+
* Afterburner_Speed_Governor ''(meters/second)''
*** <code>Afterburner</code> - Thrust with afterburners in metric tonnes meters per second squared
+
* Default_Speed_Governor ''(meters/second)''
*** <code>Forward</code> - Thrust without afterburners in kkg*m/s^2
+
* ITTS ''(boolean)''
*** <code>Retro</code> - Reverse thrust in kkg*m/s^2
+
* Radar_Color ''(boolean)''
*** <code>Left</code> - Left thrust  in kkg*m/s^2
+
* Radar_Range ''(meters)''
*** <code>Right</code> - Right thrust  in kkg*m/s^2
+
* Tracking_Cone ''(Degrees)''
*** <code>Top</code> - Top thrust  in kkg*m/s^2
+
* Max_Cone ''(Degrees)''
*** <code>Bottom</code> - Bottom thrust in kkg*m/s^2
+
* Lock_Cone ''(Degrees)''
** <code><'''Maneuver''' .../></code> - Specifies the ships maneuver data
+
* Hold_Volume ''(m^3)''
*** <code>yaw</code> - Right yaw in metric tonnes degrees per second squared
+
* Can_Cloak ''(boolean)''
*** <code>pitch</code> - Right pitch in kkg*deg/s^2
+
* Cloak_Min ''(percentage)''
*** <code>roll</code> - Right roll in kkg*deg/s^2
+
* Cloak_Rate ''(percentage/second)''
* <code><'''Computer''' ...> ... </Computer></code>-
+
* Cloak_Energy ''(800MJ/s)''
** <code>yaw</code> - max yaw in degrees per second
+
* Cloak_Glass ''(boolean)''
** <code>pitch</code> - max pitch in dps
+
* Repair_Droid ''(int)''
** <code>roll</code> - max roll in dps
+
* ECM_Rating ''(int)''
** <code>afterburner</code> - Max safe speed with afterburners in m/s
+
* ECM_Resist ''(int)''
** <code>maxspeed</code> - Max safe speed without afterburner in m/s
+
* Ecm_Drain ''(800MJ/s)''
** <code>slidestart</code> - ('''optional''') number of tenths of seconds before fully reacting to keyboard (smoothing)
+
* Hud_Functionality ''(1 normalized fraction)''
** <code>slideend</code> - ('''optional''') number of tenths of seconds to stop
+
* Max_Hud_Functionality ''(1 normalized fraction)''
** <code><'''Radar''' .../></code> - Specifies the ships radar system
+
* Lifesupport_Functionality ''(1 normalized fraction)''
*** <code>itts</code> - if the unit has ability to target track with lead
+
* Max_Lifesupport_Functionality ''(1 normalized fraction)''
*** <code>color</code> - if unit has color radar
+
* Comm_Functionality ''(1 normalized fraction)''
*** <code>range</code> - maximum range of radar
+
* Max_Comm_Functionality ''(1 normalized fraction)''
*** <code>error</code> - ('''optional''') currently unused
+
* FireControl_Functionality ''(1 normalized fraction)''
*** <code>trackingCone</code> - cosine of cone at which guns may track
+
* Max_FireControl_Functionality ''(1 normalized fraction)''
*** <code>lockcone</code> - cosine of cone at which missiles gain locking time
+
* SPECDrive_Functionality ''(1 normalized fraction)''
*** <code>mintargetsize</code> - unused...but supposedly minimum target this can do
+
* Max_SPECDrive_Functionality ''(1 normalized fraction)''
* <code><'''Energy'''> ...  </Energy></code> -
+
* Slide_Start ''(seconds)''
** <code><'''Reactor''' .../></code> - Specifies the ships poer unit (reactor)
+
* Slide_End ''(seconds)''
*** <code>recharge</code> -  recharging of reactor in 100 MJ/s
+
* Activation_Accel ''(m/s^2)''
*** <code>limit</code> - max storage of reactor in 100 MJ/s
+
* Activation_Speed ''(m/s)''
* <code><'''Jump''' .../></code> - ('''optional''')
+
* Upgrades ''({filename(string);mountoffset(int);subunoffset(int)})''
** <code>delay</code> - seconds before jump drive initiates
+
* Prohibited_Upgrades ''(Semicolon delineated list of prohibited upgrades, allowing up to a certain number if specified with colon.)''
*** <code>jumpenergy</code> - energy to jump
+
* Sub_Units ''({filename(string);x(meters);y(meters);z(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);restricted(meters)})''
** <code>wormhole</code> - forces units to teleport upon touching this one
+
* Sound ''(shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))''
** <code>missing</code> - boolean whether the jump drive is missing (assumed missing in absence of tag)
+
* Light ''({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a(percentage);activationspeed(meters/second)})''
* <code><'''description''' ...>...  </description></code> - ('''repeatable''')
+
* 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)})''
** <code>combatrole</code> - combat role that the ship has (see [http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/vegastrike/data4.x/ai/VegaPriorities.csv?rev=HEAD&content-type=text/plain ai/VegaPriorities.csv] )
+
* Net_Comm ''(?)''
** <code>lang</code> - ('''optional''') Language code for the language the description is written in.
+
* Dock ''({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})''
*** e.g <code>lang='DE'</code> for german language
+
* Cargo_Import ''({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)})''
*** See [http://www.xs4all.nl/~margjos/langen.htm this link] for all codes:
+
* Cargo ''({filename(string);Category(string);price(credits);quant(int);mass(metric Tons);volume(meters*meters*meters);functionality(percentage);maxfunctionality(percentage);description(string);missionCargo(bool)})''
*** If no lang attribute is specified the description is meant to be english. (''is this correct'?')
+
* Explosion ''(string)''
** Some cool description of the ship.
+
* Equipment_Space ''(m^3)''
* <code><'''Hold''' ...> ... </Hold></code>
+
* Num_Animation_Stages ''(int)''
** <code>volume</code> - volume in cargo units
+
* Upgrade_Storage_Volume ''(float)''
** <code><'''Category''' ...> ... </Category></code> - ('''optional''')('''repeatable''') A category to use from the Vs-MasterPartList''''.
+
* Heat_Sink_Rating ''(float)''
*** <code>file</code> -
 
**** e.g. <code>file="Natural_Products/Natural_Resources"</code>
 
*** <code><'''import''' .../></code> ('''optional''')
 
**** <code>price</code> - price scale (multiplied by price in list)
 
**** <code>pricestddev</code> - price scale variation (above adjusted by this)
 
**** <code>quantity</code> - quantity of this sort of cargo
 
**** <code>quantitystddev</code> - quantity variation
 
*** <code><'''Cargo''' .../></code> ('''optional''')('''repeatable''')
 
**** <code>file</code> - name of cargo
 
**** <code>price</code> - price of cargo
 
**** <code>quantity</code> - ammount of cargo
 
**** <code>mass</code> - mass in tonnes
 
**** <code>volume</code> - size of cargo in cargo units
 
**** <code>description</code> - ('''optional/unused''')
 
* <code><'''Light''' .../></code> - ('''optional''')('''repeatable''') Specifies an engine-flame/light/glow/whatever on your ship
 
** <code>file</code> - meshfile (sans .xmesh) for this engine model
 
*** e.g. "supernova.bmp"    it's actually a xmesh file
 
** <code>x</code>,<code>y</code>,<code>z</code> - location of light (in meters ;-))
 
** <code>size</code> -  size of engine (radius, in meters ;-))
 
** <code>red</code>,<code>blue</code>,<code>green</code> - ('''optional''')red/blue/green dye of engine
 
* <code><'''Dock''' .../></code> - ('''optional''')('''repeatable''') A place where another unit can dock.
 
** <code>x</code>,<code>y</code>,<code>z</code> - location of dock (in meters ;-))
 
** <code>size</code> - size of dock port (radius, in meters ;-))
 
** <code>dockinternal</code> - ('''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.
 
* <code><'''SubUnit''' .../></code> - ('''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
 
** <code>file</code> - unit file that can be referenced frmo toplevel units
 
** <code>siz</code> - size class (which sizes it can hold)
 
** <code>x</code>,<code>y</code>,<code>z</code> - location of subunit (in meters ;-))
 
** <code>ri</code>,<code>rj</code>,<code>rk</code> - ('''optional''') R-vector (forward vector) of subunit (assume 0,0,1)
 
** <code>qi</code>,<code>qj</code>,<code>qk</code> - ('''optional''') Q-vector (up vector) of subunit (assume 0,1,0)
 
** <code>restricted</code> - ('''optional''') minimum dot with rj that the turret can have so it can't turn inside itself
 
* <code><'''CockpitDamage''' .../></code> - ('''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.
 
** <code>damage</code> - float between 0 and 1 depending on the amount of static the vdu has.
 
* <code><'''Upgrade''' .../></code> - ('''optional''')('''repeatable''') an upgrade unit that adds its stats onto this unit (as if you had bought it from the shop).
 
** <code>file</code> - the file to upgrade it with.
 
  
 
===Editing Units.csv File===
 
===Editing Units.csv File===

Revision as of 06:27, 1 April 2005

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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;

  • Key (Key)
  • Directory (String)
  • Name (string)
  • FoFID (string)
  • Object_Type (string)
  • Combat_Role (string)
  • Textual_Description (string)
  • Hud_image (string)
  • Unit_Scale (float)
  • Cockpit (string)
  • CockpitX (x=float)
  • CockpitY (y=float)
  • CockpitZ (z=float(meters))
  • Mesh ({filename(string);frame(int);texturetime(float)})
  • Shield_Mesh (string)
  • Rapid_Mesh (string)
  • BSP_Mesh (string)
  • Use_BSP (boolean)
  • Use_Rapid (boolean)
  • 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)
  • Cloak_Rate (percentage/second)
  • Cloak_Energy (800MJ/s)
  • Cloak_Glass (boolean)
  • 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)})
  • 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)})
  • 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)})
  • 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)})
  • 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


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