Shipdata.plist

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Revision as of 20:25, 16 January 2006 by Murgh (talk | contribs) (scanClass: options)

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. The following entries are, for order's sake, listed alphabetically:


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>


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_type

Determines if object is indeed cargo (CARGO_RANDOM, CARGO_SLAVES) or, as below, not cargo.


Example:

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


death_actions

Gives an oportunity to have a ship do something special as it's dying.


Example:

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


energy_recharge_rate

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


Example:

<key>energy_recharge_rate</key>
<real>4.5</real>


escorts

Determines how many escorts an NPC will 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.

Below are 2 plumes at 5 0 -25 and -5 0 -25, and each plume is 6 wide, 4 tall and 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>


forward_weapon_type

Assigns the ship's laser.


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 frangible.


Example:

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


fuel

Determines a ship's fuel storage.


Example:

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


has_ecm

Determines if a ship has the E.C.M system installed.


Example:

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

or

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


has_fuel_injection

Determines if a ship has the witchdrive fuel injector.


Example:

<key> has_fuel_injection </key>
<real>1.0</real>

or

<key> has_fuel_injection </key>
<true/>


hud

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


Example:

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


laser_color

Determines a ship's laser colour. NPCs that is, not the player's laser.


Example:

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


likely_cargo

Sets a probable number of tons cargo carried by an NPC, as something else than the 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_energy

Sets the ship's energy value.


Example:

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


max_flight_pitch

Sets pitch factor. Can 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. May 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>80</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>


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_model.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.

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

<key>roles</key>
<string>just_custom_role</string>


scanClass

Will alter the model's appearance on the IFF radar. 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_MISSILE
  • CLASS_POLICE
  • CLASS_ROCK
  • CLASS_THARGOID


Example:

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

script_actions

Gives an oportunity to insert events such as in script.plist, to a specific entity.


Example:

<key>script_actions</key>
<array>
  <string>***</string>

TODO

   </dict>
   <string>debugOff</string>
</array>


subentities

Can assign other objects, lights and turrets, to be associated with the model. 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 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>


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>16</real>


view_position

Sets the ship's 4 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_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>