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 (integer, optional)
|
eg;
MissionSphere
1,R2,Mothership,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
|
ez01-ez16
or named custom lighting file (.hsf)
|
|
|
Background
|
|
filename
|
ez01-ez02
or named custom background file (.btg)
|
angle1
|
horizontal rotation
|
angle2
|
vertical rotation
|
eg;
Lighting
ez01
Background
ez01, 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) |
eg;
SongNumber
3
[See
also the SongNumber
List - Use the 'Back' Function on your browser to
return here.]
The
Sensors Manager
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)
|
eg,
From a typical *.level file.
smDepthCueRadius
30
smDepthCueStartRadius 10000
smCircleBorder 90000
smZoomMax 150000
smZoomMin 50000
smInitialDistance 75000
smUniverseSizeX 120000
smUniverseSizeY 120000
smUniverseSizeZ 60000
[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:
|
R1,R2,P1,P2,P3,Traders.
|
shiptype:
|
any ship type valid for these races.
|
|
shiptype can also be "All" which will exclude that
entire race.
|
eg;
ExcludeShips
P1, P1MissileCorvette
ExcludeShips R1, LightInterceptor
IncludeShips P1MissileCorvette
IncludeShips LightInterceptor (etc).
eg, to
only load 1 pirate (a MissileCorvette) beyond the basic R1/R2
fleet
ExcludeShips
Traders,All
ExcludeShips P3,All
ExcludeShips P2,All
ExcludeShips P1,All
IncludeShips 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
|
GasCloud0
|
Nebula0
|
Asteroid1
|
DustCloud1
|
GasCloud1
|
Nebula1
|
Asteroid2
|
DustCloud2
|
GasCloud2
|
Nebula2
|
Asteroid3
|
DustCloud3
|
GasCloud3
|
Nebula3
|
Asteroid4
|
DustCloud4
|
GasCloud4
|
Nebula4
|
Headshot
Jobbies
|
blank
|
HeadShotAsteroidR1
|
blank
|
HeadShotAsteroidR2
|
blank
|
eg;
Exclude
Asteroid All
Include Asteroid2
Note:
don't load the head shot asteroids, they're really big
ExcludeAsteroid HeadShotAsteroidR1
ExcludeAsteroid HeadShotAsteroidR2
[See
also The
Resource List and Determining
what ships and resources to load - Use the
'Back' Function on your browser to return here.]
ExcludeDerelict
derelicttype
IncludeDerelict
derelicttype
derelicttype:
Fragment, Ghostship, Shipwreck etc..
Note: don't load all the derelicts! Use these lines:
ExcludeDerelict
Fragment,All
ExcludeDerelict
ShipWreck,All
then specify what to load with 'IncludeDerelict'
[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:
|
|
R1
(Kushan)
|
0 |
R2
(Taiidan)
|
1 |
P1
(Turanic Raiders)
|
4 |
P2
(Kadeshi Garden Protectors)
|
5 |
P3
(T-Mat)
|
6 |
Traders
(Bentusi & assorted)
|
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: |
R1,R2,P1,P2,P3,Traders. |
type: |
any ship type valid for these races or 'All'. |
Scheme |
Assigned
Colour Scheme; 0,1,4,5,6 or 7 |
eg;
AvailableColorSchemes
P1 All 3
AvailableColorSchemes P1 P1MissileCorvette 6 (for pirates
of a purple color)
AvailableColorSchemes R1 MissileDestroyer 0,1,7
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; 0,1,4,5,6 or 7
|
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,R1,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 and Determining
what colour schemes a ship can be - Use the
'Back' Function on your browser to return here.]