MissionSphere
Lines
PlayerNumber,
RaceName, Misspheretype, posx, posy, posz, Radius, Sphererotz,
Contents, StartingRU's
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PlayerNumber:
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player # ( -1 for no player)
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RaceName:
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name of the race or ? for no race
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Misspheretype:
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type
of filed named in contents
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posx,posy,posz:
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x,y,z coordinates of the missionsphere centre
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Radius:
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radius of the missionsphere
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Sphererotz:
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angle of rotation of the mission sphere
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Contents:
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the player_#.missphere file, name must exactly match.
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StartingRU's:
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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
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Lighting
|
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filename
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mission01-mission17
or named custom lighting file (.hsf)
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Background
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filename
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mission01-mission17
or named custom background file (.btg)
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angle1
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horizontal rotation
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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.]
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
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smDepthCueRadius:
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the radius of the depth cue circle in the sensors
manager
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smDepthCueStartRadius:
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the radius of the depth cue radius in the sensors
manager
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smCircleBorder:
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the diameter of the small compass circle on the
sensors manager
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smZoomMax:
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the maximum zoom range for the sensors manager
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smZoomMin:
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the minimum zoom range for the sensors manager
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smInitialDistance:
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the distance of players starting position from the
map centre
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smUniverseSizeX:
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the x coordinate diameter of the universe (width)
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smUniverseSizeY:
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the y coordinate diameter of the universe (length)
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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
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race:
|
RACE_SECT,
RACE_BEAST,
RACE_TAIIDAN,
RACE_KUSHAN,
RACE_P1,
RACE_TRADER.
|
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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:
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Asteroid0
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DustCloud0
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Nebula0
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Asteroid1
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DustCloud1
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-
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Asteroid2
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DustCloud2
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-
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Asteroid3
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DustCloud3
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dCrystal0
|
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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.]
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.]
By
default, the color scheme of a ship is based on it's race.
Race
Default colour scheme Table:
|
|
|
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Som-Taaw
|
?
or 0
|
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Beast
|
?
or 1
|
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Taiidan
Imperialists
|
?
or 2
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Taiidan
Loyalists
|
?
or 3
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Kith
Manaan
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?
or 4
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Pirates
|
?
or 5
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Kith
Nabaal
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?
or 6
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Kith
S'jet
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?
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.]