Difference between revisions of "Shipclasses"

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(Created page with '== '''Shipclasses''' == You can define the in game hulls and their data within this page. '''#''' The serial number of the shipclass. It has to be unique within the shipclass...')
 
(tachic types - ship class added)
 
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== '''Shipclasses''' ==
 
== '''Shipclasses''' ==
  
You can define the in game hulls and their data within this page.
+
:You can define the in game hulls and their data within this page.
  
  
 
'''#'''
 
'''#'''
 +
:The serial number of the shipclass. It has to be unique within the shipclasses.
  
The serial number of the shipclass. It has to be unique within the shipclasses.
+
;Name
 +
:The name of the shipclass. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart.
  
'''Name'''
+
;Mesh
 +
:The name and route of the ship, you only have to give the route within the meshes.
  
The name of the shipclass. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart.
+
;Serial
 +
:It is the string on the model that has to be written on the place of the ship, which can embody the name too.
  
'''Mesh'''
+
;GUIIcon
 +
:The access path to the shipicon that has to be shown on the gui. You only have to give the route within the textures folder.
  
The name and route of the ship, you only have to give the route within the meshes.  
+
;CannonMesh
 +
:In case all the weapons that are mounted on the given ship has to look differently, than it was defined by the weapon, you can give the mesh’s route here. You only have to give the route within the meshes folder.
  
'''Serial'''
+
;Efx, ImpactEfx, FinalEfx, ChannelEfx
 +
:It defines the effectgroup that is effected on the ship.
  
It is the string on the model that has to be written on the place of the ship, which can embody the name too.
+
;FinalTime
 +
:A parameter that is not used anymore.
  
'''GUIIcon'''
+
;Civilization
 +
:Which race’s shipclass is the ship.
  
The access path to the shipicon that has to be shown on the gui. You only have to give the route within the textures folder.
+
;Velocity
 +
:The acceleration value, the ship’s speed is calculated (the product of them) from this value and the engine’s value.
  
'''CannonMesh'''
+
;RotVelFact
 +
:The rotation speed, it is modified by the used engine.
  
In case all the weapons that are mounted on the given ship has to look differently, than it was defined by the weapon, you can give the mesh’s route here. You only have to give the route within the meshes folder.
+
;RangeBehav
 
+
:It determines the behaviour within the Combat range: 1: keeps a given distance, 2: it is orbiting around the target ship.
'''Efx''',
+
'''ImpactEfx''',
+
'''FinalEfx''',
+
'''ChannelEfx'''
+
 
+
It defines the effectgroup that is effected on the ship.
+
 
+
'''FinalTime'''
+
 
+
A parameter that is not used anymore.
+
 
+
'''Civilization'''
+
 
+
Which race’s shipclass is the ship.
+
 
+
'''Velocity'''
+
 
+
The acceleration value, the ship’s speed is calculated (the product of them) from this value and the engine’s value.
+
 
+
'''RotVelFact'''
+
 
+
The rotation speed, it is modified by the used engine.
+
 
+
'''RangeBehav'''
+
 
+
It determines the behaviour within the Combat range: 1: keeps a given distance, 2: it is orbiting around the target ship.
+
 
+
'''Behaviour'''
+
  
 +
;Behaviour
 
The type of the shipclass: 0: ship, 2: wreck, 4: asteroid, 5: navigation point.
 
The type of the shipclass: 0: ship, 2: wreck, 4: asteroid, 5: navigation point.
  
'''TargetType'''
+
;TargetType
 
+
:It determines in which shiptype does the ship belong when the hit-chances are calculated. See in the Basehitchance part.
It determines in which shiptype does the ship belong when the hit-chances are calculated. See in the Basehitchance part.
+
 
+
'''SupportOutput'''
+
 
+
The performance of the basic support-generator that belongs to the ship.
+
 
+
'''SupportIn'''
+
 
+
The support-power demand of the ship’s sustainment system.
+
 
+
'''Armor'''
+
 
+
The armor of the hull, this value is subtracted from the direct damage.
+
 
+
'''DevArmor'''
+
 
+
The armor of the devices, this value is substracted from the direct damage.
+
 
+
'''WeapCntFact'''
+
 
+
The size of the warehouse, in case of piece weapons, it can hold WeapCntFact times the default number of the weapon.
+
 
+
'''Hpmax'''
+
 
+
The maximum Health Point of the Hull.
+
 
+
'''Hpregen'''
+
 
+
In case this is not 0, it regenerates this amount of HP of the ship in every tick, that is, in about every tenth of a second.
+
 
+
'''DeviceRepairHP'''
+
 
+
This is the total repair capacity of the ship.
+
 
+
'''DetectBase'''
+
 
+
The base of the ship’s perceptability, the lower it is, the easier the ship can be detected.
+
 
+
'''Security'''
+
 
+
How much force does it have against the commandos that breached in, that is, how long can the commando stay on the deck.
+
 
+
 
+
'''Special'''
+
 
+
Special parameter, the possibilities:
+
+
NoCrew: it doesn’t have a crew, nobody evacuates when it trurns to a wreck
+
 
+
Shadow: no GUI appearance
+
 
+
Ufo 33, Ufo 100, Ufo 300: different sized mechanoid light effects
+
 
+
 
+
'''Special'''
+
 
+
Special parameter, the possibilities:
+
  
Organic a b c: it is an organic ship, it does not explode, but rather splutters, and it does not get sooty, but bleeds with the give color, it does not evacuate when it turns to a wreck.
+
;SupportOutput
+
:The performance of the basic support-generator that belongs to the ship.
CollapseTo <num>: when it is destroyed it is exchanged to this shipclass.
+
+
Module <num>: it is the ’num’-th modul of the modular base.
+
  
 +
;SupportIn
 +
:The support-power demand of the ship’s sustainment system.
  
'''Special'''
+
;Armor
 +
:The armor of the hull, this value is subtracted from the direct damage.
  
Special parameter, the possibilities:
+
;DevArmor
 +
:The armor of the devices, this value is substracted from the direct damage.
  
Absorb <num>: It charges the ship’s reserve pool with the ’num’ percent of the shots that hit the ship.
+
;WeapCntFact
 +
:The size of the warehouse, in case of piece weapons, it can hold WeapCntFact times the default number of the weapon.
  
 +
;Hpmax
 +
:The maximum Health Point of the Hull.
  
 +
;Hpregen
 +
:In case this is not 0, it regenerates this amount of HP of the ship in every tick, that is, in about every tenth of a second.
  
'''TechCat'''
+
;DeviceRepairHP
 +
:This is the total repair capacity of the ship.
  
In case of scanning the given category and given quantity of points can be obtained from the ship.
+
;DetectBase
 +
:The base of the ship’s perceptability, the lower it is, the easier the ship can be detected.
  
'''Weapon Slots'''
+
;Security
 +
:How much force does it have against the commandos that breached in, that is, how long can the commando stay on the deck.
  
The types of weapons that can be mounted on the ship, according to the SET. If more weapons can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
 
  
'''Shield Slots'''
+
;Special
 +
:Special parameter, the possibilities:
 +
:NoCrew: it doesn’t have a crew, nobody evacuates when it trurns to a wreck
 +
:Shadow: no GUI appearance
 +
:Ufo 33, Ufo 100, Ufo 300: different sized mechanoid light effects
  
The types of shields that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
 
  
'''Engine Slots'''
+
;Special
 +
:Special parameter, the possibilities:
 +
:Organic a b c: it is an organic ship, it does not explode, but rather splutters, and it does not get sooty, but bleeds with the give color, it does not evacuate when it turns to a wreck.
 +
:CollapseTo <num>: when it is destroyed it is exchanged to this shipclass.
 +
:Module <num>: it is the ’num’-th modul of the modular base.
  
The types of engines that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
 
  
'''Support Slots'''
+
;Special
 +
:Special parameter, the possibilities:
 +
:Absorb <num>: It charges the ship’s reserve pool with the ’num’ percent of the shots that hit the ship.
  
The types of supplementary devices that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
 
  
'''Weapon Gen. Slots'''
+
;TechCat
 +
:In case of scanning the given category and given quantity of points can be obtained from the ship.
  
The types of weapongenerators that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
+
;Weapon Slots
 +
:The types of weapons that can be mounted on the ship, according to the SET. If more weapons can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
  
'''Carrier'''
+
;Shield Slots
 +
:The types of shields that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
  
How much point of squadron can it hold.
+
;Engine Slots
 +
:The types of engines that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
  
'''MaxCarried'''
+
;Support Slots
 +
:The types of supplementary devices that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
  
The maximum size of a squadron that can dock to the ship.
+
;Weapon Gen. Slots
 +
:The types of weapongenerators that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
  
'''DefDevices'''
+
;Carrier
 +
:How much point of squadron can it hold.
  
These are the devices that are on the ship by default. Here you can only give the number of devices, the constants that were made of their names cannot be used, since they will be read only after this.
+
;MaxCarried
 +
:The maximum size of a squadron that can dock to the ship.
  
'''Available'''
+
;DefDevices
 +
:These are the devices that are on the ship by default. Here you can only give the number of devices, the constants that were made of their names cannot be used, since they will be read only after this.
  
It doesn’t have any function anymore.
+
;Available
 +
:It doesn’t have any function anymore.

Latest revision as of 23:56, 3 July 2009

Shipclasses

You can define the in game hulls and their data within this page.


#

The serial number of the shipclass. It has to be unique within the shipclasses.
Name
The name of the shipclass. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart.
Mesh
The name and route of the ship, you only have to give the route within the meshes.
Serial
It is the string on the model that has to be written on the place of the ship, which can embody the name too.
GUIIcon
The access path to the shipicon that has to be shown on the gui. You only have to give the route within the textures folder.
CannonMesh
In case all the weapons that are mounted on the given ship has to look differently, than it was defined by the weapon, you can give the mesh’s route here. You only have to give the route within the meshes folder.
Efx, ImpactEfx, FinalEfx, ChannelEfx
It defines the effectgroup that is effected on the ship.
FinalTime
A parameter that is not used anymore.
Civilization
Which race’s shipclass is the ship.
Velocity
The acceleration value, the ship’s speed is calculated (the product of them) from this value and the engine’s value.
RotVelFact
The rotation speed, it is modified by the used engine.
RangeBehav
It determines the behaviour within the Combat range: 1: keeps a given distance, 2: it is orbiting around the target ship.
Behaviour

The type of the shipclass: 0: ship, 2: wreck, 4: asteroid, 5: navigation point.

TargetType
It determines in which shiptype does the ship belong when the hit-chances are calculated. See in the Basehitchance part.
SupportOutput
The performance of the basic support-generator that belongs to the ship.
SupportIn
The support-power demand of the ship’s sustainment system.
Armor
The armor of the hull, this value is subtracted from the direct damage.
DevArmor
The armor of the devices, this value is substracted from the direct damage.
WeapCntFact
The size of the warehouse, in case of piece weapons, it can hold WeapCntFact times the default number of the weapon.
Hpmax
The maximum Health Point of the Hull.
Hpregen
In case this is not 0, it regenerates this amount of HP of the ship in every tick, that is, in about every tenth of a second.
DeviceRepairHP
This is the total repair capacity of the ship.
DetectBase
The base of the ship’s perceptability, the lower it is, the easier the ship can be detected.
Security
How much force does it have against the commandos that breached in, that is, how long can the commando stay on the deck.


Special
Special parameter, the possibilities:
NoCrew: it doesn’t have a crew, nobody evacuates when it trurns to a wreck
Shadow: no GUI appearance
Ufo 33, Ufo 100, Ufo 300: different sized mechanoid light effects


Special
Special parameter, the possibilities:
Organic a b c: it is an organic ship, it does not explode, but rather splutters, and it does not get sooty, but bleeds with the give color, it does not evacuate when it turns to a wreck.
CollapseTo <num>: when it is destroyed it is exchanged to this shipclass.
Module <num>: it is the ’num’-th modul of the modular base.


Special
Special parameter, the possibilities:
Absorb <num>: It charges the ship’s reserve pool with the ’num’ percent of the shots that hit the ship.


TechCat
In case of scanning the given category and given quantity of points can be obtained from the ship.
Weapon Slots
The types of weapons that can be mounted on the ship, according to the SET. If more weapons can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
Shield Slots
The types of shields that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
Engine Slots
The types of engines that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
Support Slots
The types of supplementary devices that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
Weapon Gen. Slots
The types of weapongenerators that can be mounted on the ship, according to the SET. If several types of devices can be mounted to one place, than you have to separate them with the / mark, and you have to finish the enumeration with a ; .
Carrier
How much point of squadron can it hold.
MaxCarried
The maximum size of a squadron that can dock to the ship.
DefDevices
These are the devices that are on the ship by default. Here you can only give the number of devices, the constants that were made of their names cannot be used, since they will be read only after this.
Available
It doesn’t have any function anymore.