Difference between revisions of "Subobject and subsystem properties"
m (moved Subobject Properties to Subobject and Subsystem Properties: No point in listing the data separately.) |
(added subsys properties) |
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− | This page documents the properties that can be applied to subobjects. | + | This page documents the properties that can be applied to subobjects and to subsystems in their respective properties data in the [[Model files|model file]]. |
+ | |||
+ | ==Important notes== | ||
+ | * Subobject/subsystem properties data is not parsed in order. | ||
+ | * Occasionally an option may lack a trailing 'terminating character' like ':' or '=' from its description. In these cases any character can be used as the trailing 'terminating character'. | ||
+ | * Buffer size of 256 is reserved for the characters in properties data. | ||
+ | |||
+ | ==Subsystem Properties== | ||
+ | * These can be applied to subsystems both with and without separate subobject. | ||
+ | {| border=0 align=right cellpadding=2 cellspacing=1 style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;" | ||
+ | ! colspan="2" style="color: white; height: 30px; background: #512020; 70%;"|'''''Key strings and their order for setting subsystems''''' | ||
+ | |- | ||
+ | | align="center"| ''engine'' | ||
+ | | Engine subsystem | ||
+ | |- | ||
+ | | align="center"| ''radar'' | ||
+ | | Radar dish subsystem | ||
+ | |- | ||
+ | | align="center"| ''turret'' | ||
+ | | Turret subsystem | ||
+ | |- | ||
+ | | align="center"| ''navigation'' | ||
+ | | Navigation subsystem | ||
+ | |- | ||
+ | | align="center"| ''communication'' | ||
+ | | Communication subsystem | ||
+ | |- | ||
+ | | align="center"| ''weapon'' | ||
+ | | Weapon control subsystem | ||
+ | |- | ||
+ | | align="center"| ''sensor'' | ||
+ | | Sensor subsystem | ||
+ | |- | ||
+ | | align="center"| ''solar'' | ||
+ | | Solar panel subsystem | ||
+ | |- | ||
+ | | align="center"| ''gas'' | ||
+ | | Gas collector subsystem | ||
+ | |- | ||
+ | | align="center"| ''activator'' | ||
+ | | '''''unused''''' | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===$name=== | ||
+ | *Defines the alternate name for the subsystem (''string'') | ||
+ | *Alternate subsystem names offer an alternative option for setting this via [[ships.tbl]] file or via mission data. | ||
+ | |||
+ | ===$fov=== | ||
+ | *Valid only if the true subobject name (not the alternate defined above) contains string "turret" but not strings "radar" or "engine" | ||
+ | *Defines the firing arc of the turret in degrees (''integer'') | ||
+ | *Defaults to 180 degrees if omitted. | ||
+ | |||
+ | ===$crewspot=== | ||
+ | *Valid only if the true subobject name (not the alternate defined above) contains string "turret" but not strings "radar" or "engine" | ||
+ | *Marks the turret as 'crewspot' | ||
+ | *Defines the name of the crewspot (''string'') | ||
+ | *No actual function | ||
+ | |||
+ | ===$triggered:=== | ||
+ | *Defines the subsystem as a rotating subsystem which can be triggered (animated) via [[Animation Code]] | ||
+ | |||
+ | ===$rotate=== | ||
+ | *Marks the subsystem as a rotating subsystem | ||
+ | *Defines the rotation time for the subsystem (''float'') | ||
+ | |||
+ | ====$pbank==== | ||
+ | *Marks the rotation as primary weapon rotation | ||
+ | *Defines the associated weapon bank (''integer'') | ||
+ | <!-- ANY DETAILS ?? --> | ||
+ | |||
+ | ====$stepped==== | ||
+ | *Defines the rotation as an stepped instead of continuous rotation | ||
+ | |||
+ | =====$steps===== | ||
+ | *Defines the number of steps in the animation (''integer'') | ||
+ | *Defaults to 8 | ||
+ | |||
+ | =====$t_paused===== | ||
+ | *Defines the pause time between steps (''float'') | ||
+ | *Defaults to 2 | ||
+ | |||
+ | =====$t_transit===== | ||
+ | *Defines the movement time between pauses (''float'') | ||
+ | *Defaults to 2 | ||
+ | |||
+ | =====$fraction_accel===== | ||
+ | *Defines the time used for acceleration (''float'') | ||
+ | *Is between 0 .. 0.5 | ||
+ | *Defaults to 0.3 | ||
==Subobject Properties== | ==Subobject Properties== | ||
− | + | * These can be applied only to subsystem with their own separate subobject. | |
===$triggered:=== | ===$triggered:=== | ||
Non-turret subobjects require this property in order to be animatable using [[Animation_Code|Animation Code]]. | Non-turret subobjects require this property in order to be animatable using [[Animation_Code|Animation Code]]. |
Revision as of 04:38, 30 May 2010
This page documents the properties that can be applied to subobjects and to subsystems in their respective properties data in the model file.
Important notes
- Subobject/subsystem properties data is not parsed in order.
- Occasionally an option may lack a trailing 'terminating character' like ':' or '=' from its description. In these cases any character can be used as the trailing 'terminating character'.
- Buffer size of 256 is reserved for the characters in properties data.
Subsystem Properties
- These can be applied to subsystems both with and without separate subobject.
Key strings and their order for setting subsystems | |
---|---|
engine | Engine subsystem |
radar | Radar dish subsystem |
turret | Turret subsystem |
navigation | Navigation subsystem |
communication | Communication subsystem |
weapon | Weapon control subsystem |
sensor | Sensor subsystem |
solar | Solar panel subsystem |
gas | Gas collector subsystem |
activator | unused |
$name
- Defines the alternate name for the subsystem (string)
- Alternate subsystem names offer an alternative option for setting this via ships.tbl file or via mission data.
$fov
- Valid only if the true subobject name (not the alternate defined above) contains string "turret" but not strings "radar" or "engine"
- Defines the firing arc of the turret in degrees (integer)
- Defaults to 180 degrees if omitted.
$crewspot
- Valid only if the true subobject name (not the alternate defined above) contains string "turret" but not strings "radar" or "engine"
- Marks the turret as 'crewspot'
- Defines the name of the crewspot (string)
- No actual function
$triggered:
- Defines the subsystem as a rotating subsystem which can be triggered (animated) via Animation Code
$rotate
- Marks the subsystem as a rotating subsystem
- Defines the rotation time for the subsystem (float)
$pbank
- Marks the rotation as primary weapon rotation
- Defines the associated weapon bank (integer)
$stepped
- Defines the rotation as an stepped instead of continuous rotation
$steps
- Defines the number of steps in the animation (integer)
- Defaults to 8
$t_paused
- Defines the pause time between steps (float)
- Defaults to 2
$t_transit
- Defines the movement time between pauses (float)
- Defaults to 2
$fraction_accel
- Defines the time used for acceleration (float)
- Is between 0 .. 0.5
- Defaults to 0.3
Subobject Properties
- These can be applied only to subsystem with their own separate subobject.
$triggered:
Non-turret subobjects require this property in order to be animatable using Animation Code.
$dumb_rotate
$special
$no_collisions
Prevents collision detection from occurring on this subobject and all of its children (recursively).
$nocollide_this_only
Prevents collision detection from occurring on this subobject only (children collide normally).
$collide_invisible
Allows full collision detection for things painted with the special "invisible" texture (normally ships collide but weapons do not)
$gun_rotation
$detail_box
$box_min
$box_max
$uvec
The "up" direction of a multipart turret. Usually it stands perpendicular to the ship surface. Doesn't need to be specified for multiparts with a vertical rotation axis.
$fvec
The direction the front of a multipart turret will be facing. Doesn't need to be specified for multiparts with a vertical rotation axis.