Shipdata.plist

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Revision as of 22:50, 27 August 2006 by Murgh (talk | contribs) (laser_color: made link work)

shipdata.plist will provide Oolite with all the definitions necessary to include it as an entity in the game, be it ship, station, freak object or sub-entity (extra). The following (property) entries are, for order's sake, listed alphabetically:


accuracy

Added to an NPC mining ship to set the degree of efficiency.

Example:

<key>accuracy</key>
<integer>8</integer>


aft_eject_position

Determines the XYZ point on the model from which cargo is ejected.

Example:

<key>aft_eject_position</key>
<string>0.0 -4.5 -23.0</string>


ai_type

Assigns an AI to the entity. This may be a previously existing AI, or one custom made for the occasion.

Example:

<key>ai_type</key>
<string>pirateAI.plist</string>


beacon

A special feature for beacons and navigation aids. The string can be anything - the first letter is what's displayed in the advanced space compass.

Example:

<key>beacon</key>
<string>X-code</string> 


bounty

Sets a Cr. reward on the NPC's head, and is bound to give it trouble with the law .

Example:

<key>bounty</key>
<integer>50</integer>


cargo_carried

Determines the type of cargo carried as described in commodities and commodities.plist. Only one type can be specified.

Example:

<key>cargo_carried</key>
<string>Gold</string>


cargo_type

Determines if object is indeed cargo (CARGO_RANDOM, CARGO_SLAVES, CARGO_THARGOID) or a ship, as below, which is not cargo. Another notable type of cargo is the scripted item (CARGO_SCRIPTED_ITEM), as examplified by the cloacking device. Only works for randomly generated cargopods.

Example:

<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>

In v1.63, more controll will be available through the CARGO_CARRIED string. (see also discussion)

Example:

<key>cargo_type</key> 
<string>CARGO_CARRIED</string> 
<key>cargo_carried</key> 
<string>4 Gold</string>


custom_views

Will add the ability to display custom POVs of the player ship, in game toggled by pressing v.

This is an array with any number of entries, one for each view, each with:

  • a view_description - giving a textual description of the view.
  • a view_position - relative to the origin of the ship model.
  • a view_orientation - this is a quaternion expressing a rotation from directly forwards.
  • a weapon_facing - FORWARD, AFT, PORT or STARBOARD. The weapon that will fire when that view is selected.

The view_position is best chosen by selecting a facet, line or point in Wings and copying down the coordinates.

For the view_orientation you will probably need a calculator but the basic method is to choose a unit vector (x y z) as the axis for a rotation then calculate the four values W X Y and Z for the quaternion as follows:

W = the cosine of half the angle rotated about the axis xyz
X = the sine of half the angle rotated about xyz, multiplied by x
Y = the sine of half the angle rotated about xyz, multiplied by y
Z = the sine of half the angle rotated about xyz, multiplied by z

Four decimal places are probably enough accuracy for these values.

Example:

     <key>custom_views</key> 
     <array> 
        <dict> 
           <key>view_description</key> 
           <string>External View - Aft</string> 
           <key>view_position</key> 
           <string>0.0 100.0 -173.21</string> 
           <key>view_orientation</key> 
           <string>0.966 -0.259 0.0 0.0</string> 
           <key>weapon_facing</key> 
           <string>FORWARD</string> 
        </dict> 
        <dict> 
           <key>view_description</key> 
           <string>Scoop camera</string> 
           <key>view_position</key> 
           <string>0.0 -38.3333 1.6666</string> 
           <key>view_orientation</key> 
           <string>1.0 0.0 0.0 0.0</string> 
           <key>weapon_facing</key> 
           <string>FORWARD</string> 
        </dict> 
     </array>


death_actions

Gives an oportunity to have a ship's death trigger one or a set of script_actions.

Example:

<key>death_actions</key>
<array>
   <string>spawn: explosive_shrapnel 1</string>
</array>


defense_ship_role

Gives an oportunity to designate a particular (group of) ships that will defend a station/carrier. This has to be specified in the roles of the ship(s) that are assigned to defend.

Example:

<key> defense_ship_role </key>
<string>carrier_defenders</string>


energy_recharge_rate

The rate at which energy is replenished. Stations are at 100, Adders at 2..

Example:

<key>energy_recharge_rate</key>
<real>3.5</real>


escorts

Determines how many escorts an NPC shall have.

Example:

<key>escorts</key>
<integer>4</integer>


escort-role

Assigns the specific ship type to be the escort, by the ship's role

Example:

<key>escort-role</key> 
<string>my_custom_escort_role</string>


escort-ship

Assigns the specific ship type to be the escort, by the ship's name.

Example:

<key>escort-ship</key>
<string>cobramk1</string>


exhaust

The XYZ position(s) of exhaust plume(s), and the XYZ of the plume shape, ergo

x y z width height length

x y z is the position relative to the origin of the main model.

width in metres, how wide a plume is on x axis.

height in metres, how tall a plume is on y axis.

length in metres, how long a plume is on z axis.


Below are 2 assigned plumes at coords 5, 0, -25 and -5, 0, -25, and each plume is 6 m wide, 4 m tall and m 10 long

Example:

<key>exhaust</key>
<array>
    <string>5 0.0 -25 6.0 4.0 10.0</string>
    <string>-5 0.0 -25 6.0 4.0 10.0</string>
</array>


extra_cargo

New in version 1.62rc3 Cargobay extension size can now be customised.

Example:

<key>extra_cargo</key>
<integer>value</integer>

forward_weapon_type

Assigns the ship's laser. Any weapon type from the equipment.plist can be used (and WEAPON_NONE).

Example:

<key>forward_weapon_type</key>
<string>WEAPON_BEAM_LASER</string>


frangible

Determines if eventual sub-entities are "loose". By default any given object is already frangible, so the use of this line must be to negate that. If set to false, the object plus subentities will be regarded as a single object. If set to true, sub entities can be destroyed seperately from the main object.

Example:

<key>frangible</key>
<false/>


fuel

Determines an NPC ship's fuel storage, which will affect how it uses its Fuel Injectors.

Example:

<key>fuel</key>
<integer>70</integer>


has_ecm

Determines if a ship has the E.C.M system installed. By chance factor, or true/false.

Example:

<key>has_ecm</key>
<real>0.5</real>

or

<key>has_ecm</key>
<false/>


has_escape_pod

Determines if a ship has an escape pod.

Example:

<key>has_escape_pod</key>
<false/>


has_fuel_injection

Determines if a ship has the witchdrive fuel injector.

Example:

<key>has_fuel_injection </key>
<real>0.99</real>


has_scoop

Determines if a ship has a fuel/cargo scoop.

Example:

<key>has_scoop</key>
<false/>


has_shield_enhancer

Determines if a ship has the coveted shield enhancer.

Example:

<key>has_shield_enhancer</key>
<real>0.45000000000000001</real>


hud

Used for a playership, to assign another HUD than the default one.

Example:

<key>hud</key>
<string>specialhud.plist</string>


isCarrier

Added as a tag for making the model be considered a carrier. An alternative to including carrier among the roles.

Example:

<key>isCarrier</key>
<true/>


laser_color

Determines a ship's laser colour. NPCs that is, not the player's laser. According to X11 Colornames .

Example:

<key>laser_color</key>
<string>pinkColor</string>

like_ship

Allows a shipdata entry (of a ship with many matching characteristics to another) to be short and sweet, adopting data of stated ship (name), and allowing for any differences between these ships that will be listed. (It is best not to refer to other references.)

Example:

<key>like_ship</key>
<string>adder</string>
<key>max_flight_speed</key>
<real>700</real>
<key>name</key>
<string>Freak Turbo Adder</string>


likely_cargo

Sets a probable number of tons cargo carried by an NPC, as something else than the stated maximum cargo limit.

Example:

<key>likely_cargo</key>
<integer>2</integer>


max_cargo

Sets the ship's cargo limit.

Example:

<key>max_cargo</key>
<integer>5</integer>


max_defense_ships

Designates how many ships a dockable entity (station, carrier) can launch in defense.

Example:

<key>max_defense_ships </key>
<integer>10</integer>


max_energy

Sets the ship's energy value.

Example:

<key>max_energy</key>
<real>300</real>


max_flight_pitch

Sets pitch factor. Will usually range from a sluggish 0.6 to a very sensitive 3.0

Example:

<key>max_flight_pitch</key>
<real>2.2</real>


max_flight_roll

Sets roll factor. Will usually range from 0.8 to 4.6.

Example:

<key>max_flight_roll</key>
<real>4.2000000000000002</real>


max_flight_speed

Sets the model's top speed. Interceptors fly at 520 (0.52 LM), Shuttles at 80.

Example:

<key>max_flight_speed</key>
<real>320</real>


max_missiles

Sets a ship's missile limit.

Example:

<key>max_missiles</key>
<integer>1</integer>


missile_launch_position

Determines the XYZ point on the model from which a missile is launched.

Example:

<key>missile_launch_position</key>
<string>0.0 -2.25 10.0</string>


missiles

Sets a ship's probable number of missiles.

Example:

<key>missiles</key>
<integer>0</integer>

missile_role

Defines the entity that is launched as missile. Can specify a certain missile-type or any other ship-entity by role. Only applies to NPC's, player-ship dependacies must be defined in the shipyard.plist.

Example:

<key>missile_role</key>
<string>thargon</string>


model

Assigns the entity's corresponding .dat file that will be found with the exact same name in the Models folder.

Example:

<key>model</key>
<string>example_ship.dat</string>


name

States the model's name as it will be known to the ID computer.

Example:

<key>name</key>
<string>ExampleShip Mark IX</string>


roles

Assigns which role(s) the entity should have, that can correspond to one specific, exclusive use, or several.

The game engine constantly calls for generic roles to populate the universe. In the example below the ship in question will be considered twice as often (2.0) when a trader is called for, only one quarter as often (0.25) when looking for a hunter, and as often as any other pirate ships when looking for a pirate.

Example:

<key>roles</key>
<string>hunter(0.25) trader(2.0) pirate</string>

or an exclusive role, simply:

<key>roles</key>
<string>uniquely_named_role</string>

This has the benefit of being the only ship to be selected when a script calls for the uniquely_named_role ship.

An item from the commodities can also be named as a role, for when that commodity is floating in space and called upon, to be represented by a particular model.

Example:

<key>roles</key> 
<string>Gold</string>

Some roles are used by the game engine to populate systems, detect and define properties. Such roles include 'thargoid', 'missile' and 'energybomb'. Externally used equipment also needs specific mention of role, for example EQ_*_MINE and EQ_*_MISSILE.

rotating

Given to a station when rotation is desired.

Example:

<key>rotating</key>
<true/>


rotational_velocity

May be applied to a sub-entity, like the following entry to the subentity spines of the Weeviloid Hunter. Takes the form of quaternions. The following example enables rotation around the Z-axis.

Example:

<key>rotational_velocity</key>
<string>0.707 0.0 0.0 0.707</string>


scanClass

Will alter the model's appearance on the IFF system. If this line is omitted, it will become by default a standard ship entity, appearing as yellow flag on the radar. There are other options.

  • CLASS_BUOY
  • CLASS_CARGO
  • CLASS_MILITARY
  • CLASS_MISSILE
  • CLASS_POLICE
  • CLASS_ROCK
  • CLASS_STATION
  • CLASS_THARGOID


Developer Note

Oolite uses scanClass internally to determine the behaviour of some ships (particularly with regard to who may shoot whom without incurring legal penatlties). Bear this in mind and don't allocate CLASS_POLICE or CLASS_THARGOID to ships lightly!

Example:

<key>scanClass</key>
<string>CLASS_ROCK</string>

scanner_range

Sets a custom scanner range. Standard is 30km, thargoids have 50km. Only applies to NPC's

script_actions

Gives an oportunity to insert events such as in script.plist, to involve a specific shipdata entity. As seen in the following example, this particular object checks if Player has a cloaking device, and if not, will award it. Should Player already have it, the gift will be in gold.

Example:

<key>script_actions</key>
<array>
    <string>debugOn</string>
    <string>testForEquipment: EQ_CLOAKING_DEVICE</string>
    <dict>
       <key>conditions</key>
       <array>
          <string>foundEquipment_bool equal NO</string>
       </array>
       <key>do</key>
       <array>
          <string>awardEquipment: EQ_CLOAKING_DEVICE</string>
       </array>
       <key>else</key>
       <array>
          <string>awardCargo: 100 Gold</string>
       </array>
    </dict>
    <string>debugOff</string>
</array>


setup_actions

Arranges a process that may be necessary for some objects, like ball turrets..

Example:

<key>setup_actions</key>
<array>
   <string>initialiseTurret</string>
</array>


smooth

Determines if the model will use glLightModel(GL_FLAT) or glLightModel(GL_SMOOTH).

If true, then lighting effects will be interpolated across the polygons of the model, giving a more 'rounded' effect.

Asteroids, Boulders and Splinters use this effect as do some other models.

Example:

<key>smooth</key>
<true/>


subentities

Can assign other objects, lights and turrets, to be associated with the model, fixed to a relative position. The first three numbers are XYZ positions, however, controlling positioning of enslaved objects is done by means of quaternions.

Lights follow their own recipe.

*FLASHER* x y z hue speed offset size

x y z is the position relative to the origin of the main model.

hue describes the colour of the light as a position on a color wheel.

speed describes how fast the light pulses (on a sine wave) in Hertz (at 0 the light is constantly lit)

offset is the offset to the sine wave (0..1) to time-shift each light

size is the size of the light's corona in metres

Example:

<key>subentities</key>
<array>
   <string>mySubEntity 0 -5 10 1 0 0 0</string>
   <string>*FLASHER* 0 5.5 10 30.0 1 0.0 12</string>
</array>

note: armed subentities always fire along their Z-axis. When rotating along the Z(t=0)-axis.


thrust

Gives the entity an 'inertia' value, translating size and speed into a form of velocity. 0 for rocks and cargo, 50 for a very fast ship, 100 for a station..

Example:

<key>thrust</key>
<real>25</real>


view_position_..

Sets the ship's 4 point-of-view positions in XYZ relative to the model.

Example:

<key>view_position_aft</key>
<string>0.0 5.0 -20.0</string>
<key>view_position_forward</key>
<string>0.0 1.9375 5.0</string>
<key>view_position_port</key>
<string>-11.85 2.825 -3.5</string>
<key>view_position_starboard</key>
<string>11.85 2.825 -3.5</string>


weapon_energy

Gives a weapon energy value to the ship's laser that is different than the default.

Example:

<key>weapon_energy</key>
<real>15</real>


weapon_offset

must ask Aegidian. does it make a poor shot?

Example:

<key>weapon_offset_x</key>
<real>10</real>


weapon_position_..

Plots the 'gunmouth' points of the model's 4 potential lasers.

Example:

<key>weapon_position_aft</key>
<string>0.0 -5.0 -20.0</string>
<key>weapon_position_forward</key>
<string>0.0 0.0417 16.6667</string>
<key>weapon_position_port</key>
<string>-13.75 -2.0625 -1.875</string>
<key>weapon_position_starboard</key>
<string>13.75 -2.0625 -1.875</string>