|
4.0
Introduction to the Mission Sphere Files
As
we have seen, the level file has (at least 3) lines that are
prefaced with "MissionSphere". These lines give information
about starting ships and the map's resources. The first MissionSphere
line in our example level file contains information about our
resources, including, most importantly, the name of the resource
file: "Resource.missphere" This file contains every
single resource element that we want to use in the map including
asteroids, dust clouds and crystals.
The
'ResourceSphere' holds all the resources, and any slipgates,
derelicts (including crystals) and AI ships. When ships are
placed in the ResourceSphere they go under AI control, even
when playing with no computer players. These are also where
the Distribution (*.dist) files are linked to (i.e. the *.dist
files are named in the ResourceSphere file). You need one ResourceSphere
file at least, even if your map doesn't have resources, you
can have more than one, but usually there is no point, unless
your Resource.missphere file is bigger than 64K
The
next two files in our example level are Mothership_*.missphere
file, these contain all the player starting fleets and the starting
location of those fleets. Again the most important aspect of
these lines it the fact that these lines contain the names of
the files containing the details for player one and player two;
the files Mothership_0.missphere and Mothership_1.missphere
consecutively.
These
files are our 'Mothership' files. You need the Mothership mission
sphere files in every directory, and you have to have one for
each player on that map. We
will begin with these Mothership files:
These
are player start points. Wherever you place one, a player may
start there in a multiplayer game ("may" because start points
in Cataclysm are random). You can have up to 8 start points
in a multiplayer map. They are pretty straightforward.
The
"Mothership_0.missphere" contains the list of ships/fighters
etc that the player starts with. Well lets take a gander at
the 'Mothership_0.missphere' file. Open it up and take a look
around. Have a look at the first three lines, again it's those
MissionMan generated lines, and they have to be there. Why?
Nobody knows, just make sure they are there, the only thing
you can change here is on the third line saying 'MissionSphere
Object: RACE_SECT,sMothership', you can change it to the 'RACE_BEAST,bMothership'
if you want to (i.e. when all the ships below are 'RACE_BEAST'
ships you would change it, although its not drastic and wont
crash your game if you neglect this). As i said before, Ive
never really noticed a difference, but i usually adhere to this.
There are
three lines of ships in this file, lets take a closer look at
them;
Ships
,-66010.0,-51316.0,-68.0,40.0,RACE_SECT,sMothership,1,NULL_FORMATION|?|?,0,?
Ships ,-63854.3,-49323.3,-68.0,-106.0,RACE_SECT,sRecon,3,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sWorker,3,PARADE_FORMATION|?|?,0,?
"Ye
Gods! Yet more numbers and stuff! What's all that after the
'ships' mean?" I hear you ask. Well, these too are simple
once you know, let's go through them, they are;
Ships
Label,x,y,z,rot,race,ship,num,formation|flag|(color),properties,propertiesParam
|
Label:
|
AI
label (no spaces) or ?
|
|
x,y,z:
|
x,y,z
coordinates |
|
rot:
|
rotation
angle of ship (facing) |
|
race:
|
RACE_SECT,
RACE_BEAST,
RACE_TAIIDAN,
RACE_KUSHAN,
RACE_P1,
RACE_TRADER. |
|
ship:
|
shiptype
(See The Ship
List for ship types you can use here) |
|
num:
|
number
of ships to place |
|
formation:
|
Formation
these ships will be in. |
| flag |
UseAsMothership
or ? |
| color |
?
or colorScheme(n) where n= 0 to 7 |
| properties |
Integer
value See Properties more info. |
|
propertiesParam:
|
Some
properties (eg: Regrow)
have an attached value or 'propertiesParam' |
4.1.1
posx, posy, posz
Once
again, these are the x,y,z co-ordinates that designate the positions
of the ship(s) on the map. These will always be the bit you
fiddle about with most.
4.1.2
rot
This
sets the rotation angle of ship - it's facing. 0 degrees is
always along the positive x=0 axis of your map so if you have
a ship way out on the x axis, say with co-ordinates 80000,0,0,
to have it facing the centre you would have to turn it around
at an angle of 180 degrees. Ergo, if it is way back along the
negative x axis say -90000,0,0 then you would leave it at a
facing of 0 degrees to have it facing the centre. Remember the
angle is measured anticlockwise.
4.1.3
race
This sets
the race of the ship where;
|
|
|
|
?
|
No
Race
|
|
RACE_SECT
|
Som-Taaw
|
|
RACE_BEAST
|
Beast
|
|
RACE_KUSHAN
|
Kushan
|
|
RACE_TAIIDAN
|
Taiidan
|
|
RACE_P1
|
Turanic
Raiders
|
|
RACE_TRADERS
|
Bentusi
& assorted
|
|
RACE_DERELICT
|
Crystals
& other Debris
|
This
is defined by the 'ship type', if you had a Kushan
missile corvette then its race would be RACE_KUSHAN,
a defence field frigate would be a RACE_BEAST
race ship and so on. It does not have anything to do with the
race as defined in the level file, only the ship type it is
and the ship type is defined by the next value;
4.1.4
shiptype
This
sets what type of ship it is. The list of ships available have
already been mentioned above and you can find the list again
here in Appendix A.
4.1.5
numShips
This
value sets the number of ship to place, theoretically there
is no limit to the amount of ships you place.
4.1.6
formation
Here
the starting formation of these ship(s) is assigned, the default
is NULL_FORMATION, but you can get some weird results using
this for more than one ship, although if you place proximity
sensors and there is more than one of them then I recommend
using this formation. Your best bet is PARADE_FORMATION, which
will place all the ships you want in the default parade formation
your ships assume around your mothership after being built,
this also reveals a shortcut that you need only define the x,y,z
position for your mothership, and put all the rest in parade
formation, no matter what position is listed for them. Set it
to anything else and they'll appear wherever they're representational
x,y,z co-ordinates designate in the level. Which could be interesting.
Or it could suck.
The
available formations are:
NULL_FORMATION
PARADE_FORMATION
DELTA_FORMATION
BROAD_FORMATION
DELTA3D_FORMATION
CLAW_FORMATION
WALL_FORMATION
SPHERE_FORMATION
PICKET_FORMATION
4.1.7
flag
You
can have any ship you want as the mothership. This value sets
whether the ship is the players mothership with 'UseAsMothership'
or '?' if its not. A word of warning though, if your designated
mothership is not a proper 'Mothership' or a Carrier then your
game will crash the second you or any opponent, including computer
opponents, enters the build manager.
4.1.8
Properties and porpertiesParam: colour
The
next three values, the '?,?,?' part at the end of the line concern
properties of that ship(s). These are covered in Gary's
Notes, and so will be discussed more fully there. There
is however one unique property concerning ships, namely the
colour.
You
can add a "colorScheme(n)" to explicitly control what
colour scheme the ship will be.
Here are the default colour schemes for the ships as
they stand now.
|
|
|
|
Som-Taaw
|
? or 0
|
|
Beast
|
?
or 1
|
|
Taiidan
Imperialists
|
?
or 2
|
|
Taiidan
Loyalists
|
?
or 3
|
|
Kith
Manaan
|
?
or 4
|
|
Pirates
|
?
or 5
|
|
Kith
Nabaal
|
?
or 6
|
|
Kith
S'jet
|
?
or 7
|
Don't forget
that this all ties in with what you have set in the level file,
(see 'Determining
what colour schemes a ship can be' for a full explanation
of how its done.)
4.1.9
Preset Race Colours
Thanks
to Castewar, here are the race colours as they appear in Cataclysm.
The values are, respectively, red, green, and blue. Base colour
is the predominant hull colouring while striping is striping
(har) and engine trail colouring.
Beast
BaseColor 150, 128, 128
StripeColor 200, 0, 0
Taiidan Imperialists
BaseColor 253, 237, 37
StripeColor 171, 45, 20
Taiidan Loyalists
BaseColor 255, 255, 255
StripeColor 0, 128, 128
Kith Manaan
BaseColor 55, 151, 8
StripeColor 179, 247, 101
Pirates
BaseColor 255, 128, 64
StripeColor 255, 255, 0
Kith Nabaal
BaseColor 227, 173, 83
StripeColor 152, 111, 29
Kith S'jet
BaseColor 200, 0, 0
StripeColor 0, 0, 255
And while
players could set their own colours for Somtaaw, we do have
race colours for them.
Kith
Somtaaw
BaseColor 66, 108, 202
StripeColor 255, 255, 255
So
that's the ship lines. Pretty simple when you know how eh?
[Top]
[On
to The ResourceSphere File] [Back
to The Level File] [Main]
|