 Mission File
Specs The information contained herein is freely
distributable.
There is absolutely NO WARRANTY and NO SUPPORT
for the information contained herein, you use it at your own
risk.
Mirrored Here: http://www.relicnews.com/general/editing.txt ******************************************************
For
.level
files: ****************************************************** (Written
by Gary Shaw)
MissionSphere playerNumber, raceName, posx,
posy, posz, radius, sphererotz, contents,
startingResourceUnits Defaults: MissionSphere -1, ?, 0.0, 0.0,
0.0, 30000.0, 1000.0, sphere.missphere ; where playerNumber is
player #, -1 for no player ; raceName is name of the race or ?
for no race ; posx, posy, posz are positions ; radius is
radius of mission sphere ; sphererotz is angle of rotation of the
mission sphere, 1000.0 points towards centre of universe ;
contents refers to .missphere file ; startingResourceUnits is #
of RUs the player starts with (integer, optional)
Lighting
lightingfilename ; where lightingfilename is the filename of a
lighting file
Background backgroundfilename, angle1,
angle2 ; where backgroundfilename is the filename of a background
file ; where angle1 and angle2 are angles of
rotation
smDepthCueRadius realnum smDepthCueStartRadius
realnum smCircleBorder realnum smZoomMax realnum smZoomMin
realnum smInitialDistance realnum smUniverseSizeX
realnum smUniverseSizeY realnum smUniverseSizeZ
realnum Defaults: ; where realnum is a floating point number
for tuning
For .missphere
files: ****************************************************** (Written
by Gary Shaw)
Ships Label, posx, posy, posz, rot, race,
shiptype, numShips, formation|flag|color, properties[,
numShips2] Defaults: Ships 0.0, 0.0, 0.0, 0.0, R1,
LightInterceptor, NULL_FORMATION|?|?, ? ; where Label is AI label
(no spaces) or ? ; posx, posy, posz are positions ; rot is
rotation angle of ship ; race is R1, R2, P1, P2, P3, or
Traders ; shiptype is ship (e.g. LightInterceptor) ; numShips
is # of ships to place ; formation is: ; NULL_FORMATION :
PARADE_FORMATION ; DELTA_FORMATION ; BROAD_FORMATION ;
DELTA3D_FORMATION ; CLAW_FORMATION ; WALL_FORMATION ;
SPHERE_FORMATION ; PICKET_FORMATION ; color (see Colors:
below) ; flag is UseAsMothership or ? ; properties is (check
with Gary)
Resources resourcetype, posx, posy, posz, layout,
distribution, numResources, radius, length, roty, rotz,
properties Defaults: Resources Asteroid, 0.0, 0.0, 0.0,
Sphere, distrib.dist, 10, 5000.0, 10000.0, 0.0, 0.0, ? ; where
resourcetype is Asteroid, Nebula, GasCloud, or DustCloud ; posx,
posy, posz are positions ; layout is Sphere, Cylinder, Nebula
(Nebula is a sphere, see section below) ; distribution refers to
distribution file ; numResources is # of resources ; radius is
radius of cylinder or sphere ; length is length of cylinder or
the *diameter* of the sphere (not relevant for spheres) ; roty,
rotz are angles of rotation (not relevant for spheres) ;
properties is (check with Gary)
Derelict derelicttype, posx,
posy, posz, roty, rotz, properties Defaults: Derelict
Shipwreck, 0.0, 0.0, 0.0, 0.0, ? ; where derelicttype is
Shipwreck, Ghostship, or Fragment ; posx, posy, posz are
positions ; roty, rotz are angles of rotation (not relevant for
spheres) ; properties is (check with Gary)
Colors: ****************************************************** (Written
by Luke Moloney)
Changes to ship creation The only
complicated one change I made was to the "Ships" directive. It is
also the only change which will be a per-ship attribute in the
mission editor. Here I added a new option string at the end of the
line. You can add a "colorScheme(n)" to explicitly control what
color scheme the ship will be. Here are the default color schemes
for the ships as they stand now. Let me know if you have a problem
with any of these Race Default color scheme R1 0 R2 1 P1
4 P2 5 P3 6 Traders 7
the 'n' in the color scheme
should be between 0 and 7, inclusive.
Also, there are 3
optional strings at the end of "Ships" line. They
are: colorScheme(n) formation (such as PARADE_FORMATION or
DELTA_FORMATION) UseAsMothership
These strings can appear
in any combination and should be separated by a pipe (|) with no
spaces.
Here is an example of a Ships line using the new
format: Ships Label, -3000, -5000, 0, 90, P1, P1MissileCorvette,
5, DELTA_FORMATION|?|colorScheme(6)
Defining color
schemes: Color schemes can now be defined for a given level.
Color schemes defined in the level files will only last as long as
that level; they will be reset at the start of the next level. The
player's chosen color will not be effected. The format for
changing the color scheme is a simplified version of that used in
teamColors.script. The only directives available are BaseColor and
StripeColor. The colors of engine trails and tactical overlay will
be determined from these 2 members.
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 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 new directives to control this: ExcludeShips race
shiptype IncludeShips race
shiptype Exclude<Asteroids|DustCloud|GasCloud|Nebula>
resourcetype Include<Asteroids|DustCloud|GasCloud|Nebula>
resourcetype ExcludeDerelict derelicttype IncludeDerelict
derelicttype
The values of race are any of R1, R2, P1, P2,
P3, Traders. The value of shiptype would be any ship type valid for
these races. shiptype can also be "All" which will include or
exclude that entire race. Genocide so to speak!
The value of
resourcetype depends on what type of resource it is. For
asteroids: Asteroid0 Asteroid1 Asteroid2 Asteroid3 Asteroid4 HeadShotAsteroidR1 HeadShotAsteroidR2 For
dust
clouds: DustCloud0 DustCloud1 DustCloud2 DustCloud3 For
gas clouds: GasCloud0 GasCloud1 For
Nebulae: Nebula0 For Derelicts, derelicttype
is: Fragment Ghostship Shipwreck (more will likely be
added later such as the scaffolding and perhaps other inanimate
objects)
Determining what color schemes a ship can be: By
default, the color scheme of a ship is based on its race. See the
table in the section "Changes to ship creation" for the defaults. 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 can be any valid race. Type can be any
ship valid for that race or "All". The scheme number(s) are in the
range of 0..7 inclusive.
Examples of new directives and
changes: Following is an example I am using to test these
changes.
In the .level file I added:
; only load 1
pirate beyond the basic R1/R2 fleet ExcludeShips Traders,
All ExcludeShips P3, All ExcludeShips P2, All ExcludeShips
P1, All IncludeShips P1, P1MissileCorvette
; don't load
the head shot asteroids, they're really big ExcludeAsteroid
HeadShotAsteroidR1 ExcludeAsteroid HeadShotAsteroidR2
;
don't load all the derelicts ExcludeDerelict
Fragment ExcludeDerelict ShipWreck
; black/red stripe
color scheme for a 'stealth' missile destroyer BaseColor 7, 20,
0, 0 StripeColor 7, 255, 100, 0
;regular R1 colors, R2
colors and 'stealth' colors AvailableColorSchemes R1
MissileDestroyer 0, 1, 7 ;pirates of a purple
color AvailableColorSchemes P1 P1MissileCorvette 6
In the
.missphere file I added:
;'stealth' missile
destroyer Ships Label, -3000.0, -2500.0, 0.0, -90.0, R1,
MissileDestroyer, 1, ?|?|colorScheme(7) ;R2 colors missile
destroyer Ships Label, -3500.0, -2500.0, 0.0, -90.0, R1,
MissileDestroyer, 1, ?|?|colorScheme(1) ;purple pirate
corvettes Ships Label, -3000, -5000, 0, 90, P1,
P1MissileCorvette, 5, DELTA_FORMATION|?|colorScheme(6)
This
made a mission sphere where I had two funky-colored missile
destroyers and a formation of purple pirates. Great fun for the
whole family!
Nebula
stuff: ****************************************************** (Written
by Keith Hentschel)
Nebulae use the same number of parameters
as other resources, but with different intent. Here's a
template:
Resources Nebula, x, y, z, Nebula, [distname].dist,
numTendrils, xSize, ySize, zSize, numChunks
x, y, z: position
in 3-D Nebula: the distribution [normally cylinder, sphere,
&c]. Nebulae can only be of distribution
Nebula [distname].dist: relative distribution of RUs throughout
the nebula numTendrils: the number of "tendrils" in the
nebula xSize, ySize, zSize: the extents of the region that the
nebula appears within, defines an axis-aligned box numChunks:
seed value. best to leave at >= 60 * numTendrils, <= 100 *
numTendrils
Nebulae aren't as flexible wrt controlling the
distribution as other resource types because of the extreme
amount of randomness that goes into their construction: a vast
cylindrical region thinly populated with nebulosity tendrils
appears mostly identical to a vast rectangular region [box]
populated similarly, and I found that too many constraints
produce unappealing tendril bunching. Nebulae tend to form in a
cylindrical / spherical fashion, even given the box
distribution.
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