The Cataclysm Map Makers Appendices v1.01

 
Appendix A - Level Ref

 

MissionSphere Lines

PlayerNumber, RaceName, Misspheretype, posx, posy, posz, Radius, Sphererotz, Contents, StartingRU's

PlayerNumber:

player # ( -1 for no player)

RaceName:

name of the race or ? for no race

Misspheretype:

type of filed named in contents

posx,posy,posz:

x,y,z coordinates of the missionsphere centre

Radius:

radius of the missionsphere

Sphererotz:

angle of rotation of the mission sphere

Contents:

the player_#.missphere file, name must exactly match.

StartingRU's:

number of RUs the player starts with (*feature removed)


eg;   

MissionSphere    1,RACE_SECT,sMothership,0.0,0.0,0.0,30000.0,0.0,Mothership_1.missphere,1000 

[See also The MissionSphere Line  - Use the 'Back' Function on your browser to return here.]

 

Lighting and Background filename

Lighting:   filename
Background: filename, angle1, angle2

Lighting

 

filename

mission01-mission17 or named custom lighting file (.hsf)

 

 

Background

 

filename

mission01-mission17 or named custom background file (.btg)

angle1

horizontal rotation

angle2

vertical rotation


eg;   

Lighting    mission 01
Background    mission01, 90, 30

[See also Backgrounds and Lighting Settings  - Use the 'Back' Function on your browser to return here.]

 

Song Number

SongNumber    integer

integer:

integer: the song that will be played in a mission (1-49, 0=no music) 1-17 are the single player mission music, matchies level number so song 1 = level 1 music.

eg;   

SongNumber    3

[See also SongNumber  - Use the 'Back' Function on your browser to return here.]

 

The Sensors Manager

eg, From a typical *.level file.

smDepthCueRadius    30000
smDepthCueStartRadius
   10000
smCircleBorder
    90000
smZoomMax
    150000
smZoomMin
    50000
smInitialDistance
   75000
smUniverseSizeX
   120000
smUniverseSizeY
   120000
smUniverseSizeZ
   60000

 

smDepthCueRadius:

the radius of the depth cue circle in the sensors manager

smDepthCueStartRadius:

the radius of the depth cue radius in the sensors manager

smCircleBorder:

the diameter of the small compass circle on the sensors manager

smZoomMax:

the maximum zoom range for the sensors manager

smZoomMin:

the minimum zoom range for the sensors manager

smInitialDistance:

the distance of players starting position from the map centre

smUniverseSizeX:

the x coordinate diameter of the universe (width)

smUniverseSizeY:

the y coordinate diameter of the universe (length)

smUniverseSizeZ:

the z coordinate diameter of the universe (height)


[See also The Sensors Manager  - Use the 'Back' Function on your browser to return here.]

 

Determining what Ships to load

Not all ships/resources/derelicts etc. need be loaded for every level. Substantial savings in loading time and texture RAM can be realized by excluding some things from the load. By default everything is loaded for every level. If something is loaded in one level and not loaded the next, the space it occupied (in RAM and texture RAM) is freed for other uses.

Here is a listing of the directives to control this:

ExcludeShips race shiptype
IncludeShips race shiptype

race:

RACE_SECT, RACE_BEAST, RACE_TAIIDAN, RACE_KUSHAN, RACE_P1, RACE_TRADER.

shiptype:

Any ship type valid for these races. Shiptype can also be "All" which will exclude that entire race.


eg;

ExcludeShips     RACE_P1, p1MissileCorvette
ExcludeShips
   RACE_SECT, LightInterceptor
IncludeShips
    RACE_P1,p1MissileCorvette
IncludeShips
   RACE_SECT,LightInterceptor (etc).

eg, to only load 1 pirate (a MissileCorvette) beyond the basic R1/R2 fleet

ExcludeShips     RACE_TRADERS,All
ExcludeShips
    RACE_TAIIDAN,All
ExcludeShips
    RACE_KUSHAN,All
ExcludeShips
   RACE_P1,All
IncludeShips
   RACE_P1,p1MissileCorvette

[See also The Ship List and Determining what ships and resources to load  - Use the 'Back' Function on your browser to return here.]

 

Determining what Resources to load

Exclude   resourcetype
Include   resourcetype

resourcetype:

Asteroid0

DustCloud0

Nebula0

Asteroid1

DustCloud1

-

Asteroid2

DustCloud2

-

Asteroid3

DustCloud3

dCrystal0

Asteroid4

DustCloud4

dCrystal1


eg;

Exclude   Asteroid,All
Include
  Asteroid,Asteroid2

[See also The Resource List and Determining what ships and resources to load  - Use the 'Back' Function on your browser to return here.]

 

Determining what Derelicts to load

ExcludeShips      RACE_DERELICT,derelicttype
IncludeShips       RACE_DERELICT,derelicttype

derelicttype: Fragments, Ghostship, Shipwrecks, Crystals, Mines etc..

Note: don't load all the derelicts! Use this line:

ExcludeShips      RACE_DERELICT,All

 

then specify what to load with 'IncludeDerelict'

Derelicts also includes Crystals, these derelicts are called; dCrystal0 and dCrystal1.

[See also The Derelict List and Determining what ships and resources to load  - Use the 'Back' Function on your browser to return here.]

 

Determining what colorSchemes a ship can be

By default, the color scheme of a ship is based on it's race.

Race Default colour scheme Table:

Race

Default Color Scheme

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


In order for your fancy color scheme to show up, you must enable it for every ship that will use it by using this directive:

AvailableColorSchemes   race type scheme#[scheme#[...]]

race: RACE_SECT, RACE_BEAST, RACE_TAIIDAN, RACE_KUSHAN, RACE_P1, RACE_TRADER.
type: any ship type valid for these races or 'All'.
Scheme Assigned Colour Scheme; 0,1,4,5,6 or 7

eg;

AvailableColorSchemes   RACE_P1 All 3
AvailableColorSchemes
  RACE_P1 P1MissileCorvette 6
AvailableColorSchemes
  RACE_TAIIDAN MissileDestroyer 0,1,7

[See also The Ship List, Determining what colour schemes a ship can be and Preset Race colours - Use the 'Back' Function on your browser to return here.]

 

 

Changing the BaseColor and StripColor

Setting the Base and Stripe Colours of Ships:

BaseColor   raceNum,red,green,blue
StripColor   raceNum,red,green,blue

raceNum:

The Colour Scheme Number you wish to replace.

red,green,blue:

The Colour.

Scheme

Assigned Colour Scheme; 0 to 7 inclusive.

eg;

BaseColor   7,255,0,0
StripColor
  7,0,0,0

So, now colour 7 has been replaced with a Red overall colour with Black strips.

To the mothership file adding:

Ships Label,-3000.0,-2500.0,0.0,-90.0,RACE_TAIIDAN,MissileDestroyer,1,NULL_FORMATION|?|colorScheme(7)

Makes a mission sphere with a funky-colored missile destroyer. Red with a black Stripe.

[See also The Ship List, Determining what colour schemes a ship can be and Preset Race colours - Use the 'Back' Function on your browser to return here.]

 

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