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en:games:star_trek_armada_1:modding:odf_directives [2023-12-02-03-43] 7saturnen:games:star_trek_armada_1:modding:odf_directives [2023-12-02-04-42] (current) – [Directives for Other Miscellaneous Things] 7saturn
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 | ''maxRotationSpeed = //0.75//'' | This is the speed that Borg ships (like Cubes or Spheres) rotate or spin on their vertical axis. | | ''maxRotationSpeed = //0.75//'' | This is the speed that Borg ships (like Cubes or Spheres) rotate or spin on their vertical axis. |
 | ''pathLeadDistance = //100//'' | When moving to a target location, the ship will follow a point on its path that's this far in front of it. This is usually ''150''. | | ''pathLeadDistance = //100//'' | When moving to a target location, the ship will follow a point on its path that's this far in front of it. This is usually ''150''. |
-| ''physics = <nowiki>"</nowiki>//smooth//<nowiki>"</nowiki>'' | This is the physics type of this file. There are three allowed values for this parameter:\\''smooth'' is the standard physics, for moving like most race’s ships do in the game.\\''borg'' that makes ships move like Borg ships do: Very little banking and rolling, and some additional rotation for some Borg ship types.\\''hover'' is not used in Armada. |+| ''physics = <nowiki>"</nowiki>//smooth//<nowiki>"</nowiki>'' | This is the physics type of this file. There are three allowed values for this parameter: \\ ''smooth'' is the standard physics, for moving like most races ships do in the game. \\ ''borg'' that makes ships move like Borg ships do: Very little banking and rolling, and some additional rotation for some Borg ship types. \\ ''hover'' is not used in Armada. |
 | ''pitchAlpha = //1//'' | Maximum pitch acceleration/deceleration, normalized to 1, scales with //pitchOmega//, so also with impulse speed. | | ''pitchAlpha = //1//'' | Maximum pitch acceleration/deceleration, normalized to 1, scales with //pitchOmega//, so also with impulse speed. |
 | ''pitchAlphaFractionAtRest = //0.0//'' | Defines how much the ship accelerates its nose tilting while standing still. ''0.0'' means can't turn while not moving, ''1.0'' means can turn fully, even when still. This does **not** scale with impulse speed. | | ''pitchAlphaFractionAtRest = //0.0//'' | Defines how much the ship accelerates its nose tilting while standing still. ''0.0'' means can't turn while not moving, ''1.0'' means can turn fully, even when still. This does **not** scale with impulse speed. |
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 ===== Race Directives ===== ===== Race Directives =====
 ^  Directive  ^  Description  ^ ^  Directive  ^  Description  ^
-| '''' |+| ''affectedByPsionicInsanity = //0//''This sets whether or not this race is affected by Psionic Insanity weapons. This is a yes/no value. | 
 +| ''boardingStrength = //1.75f//'' | This is how strong the race is when fighting as or against boarding parties. Higher is stronger and 1.0 is an average strength. The ratio of two races defines how effective boarding is. E.g. attacker having 1.75 while the victim has 1.0 means, for each 5 crew beamed over (removed from the attacker’s unit), 8.75 crew is removed from the victim unit. | 
 +| ''canBeCommandeered = //0//'' | This parameter set whether the race’s vessels can be captured by enemies. This is a y/n value. | 
 +| ''canCommandeer = //0//'' | This parameter set whether the race can capture enemy vessels. This is a y/n value. | 
 +| ''crewAccumulationRate = //4.0//'' | This is the number of crew accumulated per second and [[..:Starbase]]. This is the base number before any modifiers are applied. | 
 +| ''crewRedStatus = //0.25f//'' | This is percentage fraction at which a unit enters red status. If the crew is at this percentage or below, the unit is in red state. See also //crewYellowStatus//. | 
 +| ''crewRetreatRatio = //0.2f//'' | This defines when the race will retreat from battle if controlled by the AI. This is the percentage fraction of the crew that is still remaining on the ship. When the ship is below that percentage they will retreat. In the example shown the race would not retreat until the crew is down to 20\_%. | 
 +| ''crewYellowStatus = //0.5f//'' | This is the percentage fraction of crew at which yellow state will be entered. If the crew amount is bigger, it is in green state. See also //crewRedStatus//. | 
 +| ''displayName = <nowiki>"</nowiki>//Klingon//<nowiki>"</nowiki>'' | The display value representing the race. | 
 +| ''displayKey = <nowiki>"</nowiki>//GUI_RD_BORG//<nowiki>"</nowiki>'' | This sets the name of the file that is used to define the GUI layout for the race. | 
 +| ''instantActionSlot = //1//'' | This is the slot index the race uses on the drop-down selection menu of the Instant action game setup screen. The first slot is number ''0''. | 
 +| ''insufficientOfficersEvent = <nowiki>"</nowiki>//InsufficientRomOfficers//<nowiki>"</nowiki>'' | The name of the event to refer to when this race runs out of officers (or the race’s equivalent of them). | 
 +| ''interfaceConfiguration = <nowiki>"</nowiki>//gui_bor//.cfg<nowiki>"</nowiki>'' | This specifies the file used to create the race’s GUI, specifically, the placement of the interface parts and which parts are present or missing for the interface. | 
 +| ''interfaceSprites = <nowiki>"</nowiki>//gui_borg//.spr<nowiki>"</nowiki>'' | This specifies the files used to create the race’s GUI, specifically what graphics files to use and what these parts are, and where they are positioned in the actual TGA files that contain the interface graphics. | 
 +| ''minimalUnits//1// = <nowiki>"</nowiki>//rconst//.odf<nowiki>"</nowiki>'' | These are the units you get if you start a game with minimal units. This is basically just the name of the race’s construction vessel. But more units may be defined. The continuous index starts at ''1''. | 
 +| ''name = <nowiki>"</nowiki>borg<nowiki>"</nowiki>'' | The race’s name. This is the name that the game uses in scripts and interfaces to select the appropriate files for things like AI files. | 
 +| ''officerRes = <nowiki>"</nowiki>//GUI_CP_BORG_OFF_RES//<nowiki>"</nowiki>'' | This defines the names for the officer equivalents for the race. For example the Borg use //Power Nodes// instead of //Officers//. | 
 +| ''officerTooltip = <nowiki>"</nowiki>//GUI_RD_BORG_OFF_TOOLTIP//<nowiki>"</nowiki>'' | This defines the tooltip for the officer equivalent for the race. | 
 +| ''officerUpgradeODF = <nowiki>"</nowiki>//borgoff//<nowiki>"</nowiki>'' | This specifies which file is used for officer upgrades for this race. | 
 +| ''officerVerboseTooltip = <nowiki>"</nowiki>//GUI_RD_BORG_OFF_VTOOLTIP//<nowiki>"</nowiki>'' | This defines the verbose tooltip for the officer equivalent for the race. | 
 +| ''planetCrewAccumulationModifier = //1.5//'' | This is a modifier that adjusts the rate of crew accumulation for [[..:Starbase|starbases]] near a planet. | 
 +| ''repairRed = //0.6//'' | This is a multiplier defining the relative repair rate of the unit while in red state. In the example it is only 60\_% of normal repair speed. | 
 +| ''repairStrength = //0.8f//'' | This defines how fast the race repairs, the larger the number the slower they repair. | 
 +| ''repairYellow = //0.8f//'' | This is a multiplier defining the relative repair rate of the unit while in yellow state. In the example it is only 80\_% of normal repair speed. | 
 +| ''retreatStrength = //0.1f//'' | This defines when the race will retreat from battle if controlled by the AI. This is the percentage of shields remaining. When the ship is below that percentage they will retreat. In the example, 10\_% or less of shields remaining will make the AI retreat this ship. | 
 +| ''standardUnits//1// = <nowiki>"</nowiki>//8472_mothership//.odf<nowiki>"</nowiki>'' | These are the units you get when starting a game with normal units. Usually this is a couple construction ships, a base and a scout. The continuous index starts at ''1''. | 
 +| ''superUnits//1// = <nowiki>"</nowiki>//bconst//.odf<nowiki>"</nowiki>'' | These are the units that you get when starting a [[..:setting_up_matches#starting_units|Super Side]] match. These usually include a construction ship from each race. The continuous index starts at ''1''. | 
 +| ''track//0// = <nowiki>"</nowiki>//audiofile//.wav<nowiki>"</nowiki>'' | Defines the audio file, that is playing as music during campaign and multi-player. The index starts with ''0''. | 
 +| ''transportSprite = <nowiki>"</nowiki>//btransport//<nowiki>"</nowiki>'' | This specifies the sprite name for the transporter effect for this race. | 
 +| ''transportToEnemyOnHard = //0//'' | This setting for the AI determines whether to transport crew to enemy ships to try and capture them. This depends also on the difficulty level of the game. It is done by the AI **only** if the game is on hard. This is a yes/no value. | 
 +| ''transportToFriendsOnNotEasy = //0//'' | This setting for the AI determines whether to transport crew to friendly vessels for support. This depends also on the difficulty level of the game. It is done by the AI **only** if the game is not on easy. This is a yes/no question. | 
 +| ''weaponRed = //5.0f//'' | This is the multiplier defining the relative firing times while at red state. In the example this is 500\_% more **time** during two shots, reducing the firing **rate** by 80\_%. | 
 +| ''weaponYellow = //1.5f//'' | This is the multiplier defining the relative firing times while at yellow state. In the example this is 50\_% more **time** during two shots, reducing the firing **rate** by 33\_%. | 
 +In the race’s ODF there is also a list of sound directives that specify which sounds are played for various events, like beginning construction or your base being attacked. These are very self explanatory but apparently not used (the corresponding audio files are simply not present, so theses settings cannot be the ones taking effect). For completeness reasons, this is the list of these directives: 
 +  * //computerEnginesOffline1//, 
 +  * //computerEnginesOffline2//, 
 +  * //computerFacilityConstructionBegin1//, 
 +  * //computerFacilityConstructionBegin2//, 
 +  * //computerFacilityConstructionComplete1//, 
 +  * //computerLifeSupportOffline1//, 
 +  * //computerSensorsOffline1//, 
 +  * //computerShieldGeneratorOffline1//, 
 +  * //computerShipConstructionBegin1//, 
 +  * //computerShipConstructionBegin2//, 
 +  * //computerShipConstructionComplete1//, 
 +  * //computerUnderAttack1// and 
 +  * //computerWeaponsOffline1//
 ===== Directives for Other Miscellaneous Things ===== ===== Directives for Other Miscellaneous Things =====
 +Following are directives that don’t really fit into one of the above categories. They are mostly directives for map objects. Some of them are the same directives used by stations or weapons, too.
 ^  Directive  ^  Description  ^ ^  Directive  ^  Description  ^
-| '''' |  |+| ''AnimDuration = //2.5//'' \\ ''AnimFrames = //16//'' \\ ''AnimTexture = <nowiki>"</nowiki>//mgate//<nowiki>"</nowiki>''These are used mostly for wormholes and they control the texture animation for the object’s model. The number of frames it has, time it takes to play and the name if the texture. | 
 +| ''AnimationTime = //2.0f//'' | Time it takes to play through the entire animation once from start to finish. | 
 +| ''avoidMe = //0//'' | This is to tell the game that ships do not have to try and avoid this object. Default would be ''1''. This can be used for almost any object, station or ship in the game, if you want ships to be able to pass through or over it. This is a y/n value. | 
 +| ''bitsPerSample = //16//'' \\ ''distanceFactor = //0.01//'' \\ ''dopplerFactor = //1.0//'' \\ ''maximumDistance3D = //2000.0//'' \\ ''minimumDistance3D = //50.0//'' \\ ''rolloffFactor = //0.15//'' \\ ''sampleRate = //44100//'' \\ ''streamBufferLength = //2.0//'' \\ ''streamBufferSections = //2//'' | These are audio property settings and it highly recommended that you do not alter them. | 
 +| ''blue_glow = //0.0//'' \\ ''green_glow = //0.5//'' \\ ''red_glow = //0.0//'' | These percentage fractions set the color of the light that is inside the wormhole or other map object. Once you have a light source, this sets the color of it. These are the color intensities of the light. The example to the left would be a pale greenish color light. | 
 +| ''blue_glow_range = //0.0//'' \\ ''green_glow_range = //0.5//'' \\ ''red_glow_range = //0.0//'' | These percentage fractions control the amount of variance in the light, what colors in the light change when it pulsates. These are color intensities of the light. The example to the left would be a pulsating from the pale greenish color light set in the parameters above to a darker more intense green and back to the pale greenish. | 
 +| ''ClosedScale = //2.5f//'' | The scale of the sod when the wormhole is completely closed, this is the scale in relation to the actual size of the SOD model itself. | 
 +| ''colorActive = //1.0// //0.9219// //0.5585//'' \\ ''colorBorderDisabled = //0.1// //0.12// //0.11//'' \\ ''colorBorderMouseOver = //0.996// //0.9219// //0.5585//'' \\ ''colorBorderNormal = //0.5// //0.5976// //0.5859//'' \\ ''colorDisabled = //0.1// //0.12// //0.11//'' \\ ''colorMouseOver = //0.8398// //0.6836// //0.5156//'' \\ ''colorNormal = //0.6// //0.6976// //0.67//'' \\ ''colorPressed = //1.0// //1.0// //0.8666//'' | These are directives for defining the RGB value of the different states of the buttons in the game. I recommend not altering them unless you really know what you are doing. | 
 +| ''craft_speed_coefficient = //0.5//'' \\ ''craft_speed_limit = //0//'' | These set how the ships inside the object are slowed down once they enter the boundaries of this object’s influence. This is because ships do not instantly slow down when entering it. They gradually slow to the speed defined by //craft_max_speed_fraction//. The first is a multiplier. The second is the cap for the maximum that it can be slowed down, a percentage fraction. | 
 +| ''crewModifier = //1.2//'' | The modifier that controls how fast the crew accumulates at a [[..:starbase]] built close to this object. | 
 +| ''damageValue = //5//'' | This sets the amount of damage in points per second that the object does to  ships/stations inside it.  | 
 +| ''dbName = <nowiki>"</nowiki>//xplode//<nowiki>"</nowiki>'' | The name of the SOD used in this explosion. | 
 +| ''disableCloak = //0//'' \\ ''disableCrew = //0//'' \\ ''disableSensors = //0//'' \\ ''disableShields = //0//'' \\ ''disableWeapons = //0//'' | These y/n values are settings that determine what systems the object disables (if any). These are all yes/no type questions. | 
 +| ''DisableTimer = //10//'' | The amount of time from starting to enter the wormhole that weapons are disabled. This is basically set so that you have to be completely out of the wormhole before you can fire at enemies on the other side of it. | 
 +| ''dont_load_SOD = //0//'' | This tells the game whether or not to load  a SOD for this object or whether it is generated in code instead. This is almost exclusively used for nebulae. It is a y/n value. | 
 +| ''effectRadius = //300//'' | This is the radius of the nebula’s (or other object’s) effect, this is not the size of the object itself but only the area that it affects, this could be smaller or larger than the actual object itself. | 
 +| ''EventRadius = //70//'' | This is the radius in which the event horizon occurs. In other words the distance from the center that a ship pulled into this object would disappear/get destroyed. | 
 +| ''explSound = <nowiki>"</nowiki>//xplbldgb//.wav<nowiki>"</nowiki>'' | The name of the sound file played when this explosion starts. | 
 +| ''fieldRadius = //100//'' | This sets the bounding spheres of all asteroids so that they will stay within this distance of the center of mass. | 
 +| ''frameDelay = //0.1//'' \\ ''initDelay = //0.5//'' \\ ''particleFrames = //16//'' \\ ''particleTexture = <nowiki>"</nowiki>//particle.0//<nowiki>"</nowiki>'' | These are settings for particle sprays, they are not really something that would need to be edited. | 
 +| ''ghostAmbient = //0.1// //0.1// //0.1//'' \\ ''ghostDiffuse = //0.1// //0.1// //0.1//'' \\ ''ghostSpecular = //0.0// //0.0// //0.0//'' | These RGB values control the lighting for objects under the Fog of war. Basically it makes them have just enough light to be seen as darkened objects but not enough to see details. These are settings I wouldn’t recommend changing. | 
 +| ''glow_falloff_range = //60.0//'' \\ ''glow_falloff_start = //60.0//'' | This is sets how the light’s brightness changes when it pulsates. The first is the brightness it starts at and the second is the range that is changes. With this example the light will go from full intensity to nothing and back again because the numbers are both the same. | 
 +| ''GravityRadius = //450//'' | This is the distance from the center of the object that the gravity from a black hole or similar object has an effect. Disabled ships within this radius will be attracted toward the object. | 
 +| ''has_resource = //1//'' | Defines whether this object has any resource in it. This y/n value is used for the commands that the ship can use, it determines if the button for an action related to this is present when you click on a unit with this line in it. | 
 +| ''heatSignature = //0.02//'' \\ ''imageSignature = //0.02//'' \\ ''maxAmmo = //0//'' \\ ''maxHealth = //100//'' \\ ''radarSignature = //0.01//'' \\ ''scrapCost = //0//'' \\ ''scrapValue = //1//'' | These are all parameters for asteroids but they are all basically useless, changing them does nothing anyway. \\ These are also only from the file for a single asteroid not the group of them that you would see in-game. | 
 +| ''hidden = //1//'' | Is this object visible on the map? This is a y/n value. | 
 +| ''hideContents = //1//'' | Should objects inside this object be hidden from sensors? This is a y/n value. | 
 +| ''infinite = //1//'' | Sets the resources for this object to infinite. This is a y/n value. | 
 +| ''length = //3.5//'' | How long this explosion lasts, or is actually on the screen. | 
 +| ''lifeTimer = //5//'' | This is the amount of time in seconds that the object stays on screen. If set to ''0'' then the object is permanent and does not disappear. | 
 +| ''mapIcon = <nowiki>"</nowiki>//map_planet//<nowiki>"</nowiki>'' | This specifies the icon used to represent this object on the mini map | 
 +| ''mapSize = //5//'' | This is the size to make the sprite mentioned above in relation to it’s preset size in the sprite files. | 
 +| ''mapSprite = <nowiki>"</nowiki>//map_nebula5//<nowiki>"</nowiki>'' | The sprite that is used on the mini map to show this object. This is different from the //mapIcon// directive because this one is a sprite and not just an icon. | 
 +| ''maxAsteroids = //8//'' \\ ''minAsteroids = //4//'' | These are settings used for asteroid fields, it tells the minimum and maximum number of individual asteroids to have in each asteroid field SOD. | 
 +| ''maxHealth = //20000//'' | For map objects that are resource sources, this determines how much of the resource is present in the object. | 
 +| ''MaxScaleFactor = //2.0f//'' \\ ''MaxSpeedFactor = //5.0f//'' \\ ''ScaleEffectRange = //75.0f//'' \\ ''SpeedEffectRange = //75.0f//'' | These affect how the ship moves into the wormhole, when it starts to speed up when entering and when it starts to stretch, and the maximums for these factors. | 
 +| ''min_speed_change = //0.0025//'' \\ ''speed_change_period_divisor = //0.3//'' \\ ''speed_change_range = //0.6//'' | These control how the light inside the object pulsates, they are the minimum and maximum speed of the change and the amount it changes with each step in the change. | 
 +| ''numberOfRaces = //8//'' | This is for setting how many races are in the game, by default this is 5, the 4 playable races plus the //ferengi//. | 
 +| ''one_in_n_chance_of_light_source = //6//'' | This sets the possibility of getting a source of light when generating this object. The number after this is the number that you have a one in //x// chance of getting the light source, where //x// is the number you use. So if this number is 5 then you have a 1 in 5 or 20\_% chance of getting a light source for it. | 
 +| ''OpenScale = //3.0f//'' | The scale of the sod when the wormhole is completely open, this is the scale in relation to the actual size of the SOD model itself. | 
 +| ''openSound = <nowiki>"</nowiki>//swbmasto//.wav<nowiki>"</nowiki>'' | The sound that is used when the wormhole or other object opens up. | 
 +| ''orbitingSpeed = //1.0//'' | How fast the asteroids move. This is for orbiting movement only. | 
 +| ''pathing_cost = //400//'' | This is the "cost" of "pathing" through this nebula or object. This in it’s most basic sense means that the game evaluates this value and decides whether it is greater or less than the "pathing value" that it would take to go around this object. If the going through it value is lower than the going around it value, then it will go through it instead of around it and vise versa. The higher the pathing cost the less likely it is that your ships will enter the object while traversing the map. This is especially apparent when a ship is placed on seek and destroy or explore. Empty space has the value 1. | 
 +| ''PlayAnimBackwards = //10.5//'' \\ ''PlayAnimForwards = //4.5//'' | This controls the physical animation inside the sod itself, it tells how to play the animation. In this example it says to play the animation forward for 4.5 seconds and then play it backwards for 10.5 seconds | 
 +| ''race//0// = <nowiki>"</nowiki>//borg//.odf<nowiki>"</nowiki>'' | This is how the races are listed in the race list, they should be numbered consecutively starting at ''0'' and going up. Each entry is the name of an ODF file that holds the race’s specifications in it. | 
 +| ''repelIfWithin = //0.7//'' | When asteroids are far from each other, they attract.  But when they get close to each other, they repel.  This is the distance where repulsion and attraction exactly cancel, as a fraction of //fieldRadius//. Closer than this they repel; further, they attract. | 
 +| ''Rotation = //-0.6f//'' | Sets the rotation speed of the wormhole. | 
 +| ''rotationSpeed = //0.2//'' | How fast the asteroids rotate. | 
 +| ''shockwaveDelay = //0.6//'' | The delay between the start of the explosion and the start of the [[..:shockwave]]. | 
 +| ''shockwaveMinimum = //40.0//'' | The minimum distance that the [[..:shockwave]] covers. | 
 +| ''smokeBlack = <nowiki>"</nowiki>//bsmoke//<nowiki>"</nowiki>'' \\ ''smokeBrown = <nowiki>"</nowiki>//dsmoke//<nowiki>"</nowiki>'' \\ ''smokeFrames = //16//'' \\ ''smokeLifetime = //1.6//'' \\ ''smokeRadius = //1.5//'' \\ ''smokeScale = //1.0//'' \\ ''smokeTan = <nowiki>"</nowiki>//msmoke//<nowiki>"</nowiki>'' \\ ''smokeWhite = <nowiki>"</nowiki>//lsmoke//<nowiki>"</nowiki>'' \\ ''sprayFrames = //16//'' \\ ''sprayLifetime = //1.6//'' \\ ''sprayRadius = //2.0//'' \\ ''sprayScale = //1.0//'' \\ ''sprayTexture = <nowiki>"</nowiki>//lsmoke//<nowiki>"</nowiki>'' \\ ''steamFrames = //16//'' \\ ''steamLifetime = //1.6//'' \\ ''steamRadius = //2.0//'' \\ ''steamScale = //1.0//'' \\ ''steamTexture = <nowiki>"</nowiki>//lsmoke//<nowiki>"</nowiki>'' | Various settings for smoke effects and trails. These should not need to be changed. | 
 +| ''techfile//0// = <nowiki>"</nowiki>//tech1//.tt<nowiki>"</nowiki>'' | This is where you set the names of the tech tree files and works similar to the races and build lists in that they should be in numerical order and should start at ''0''. | 
 +| ''tooltipDelay = //0.5//'' | This controls the time in seconds that you have to hold your mouse over the unit before the tooltip pops up. | 
 +| ''topEdgeModifier = //0.5//'' | This sets where the top and bottom outer edge of the wave are in relation to the center outer edge is. This is difficult to explain. For example with the setting to the left the wane would be 3 dimensional and have the top and bottom edge 50\_% of the way between the inner edge of the wave and the outer edge of the wave. This would make the wane edge look similar to > from the side. \\ This is only compatible with waves that use the //omegaexplode// classLabel. It makes the wave look more 3D but using this label has drawbacks like the fact that it does no damage. | 
 +| ''waveHeight = //100.0//'' | The height of the wave, this is only compatible with waves that use the //omegaexplode// classLabel. It makes the wave look more 3D but using this label has drawbacks like the fact that it does no damage. |
  
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en/games/star_trek_armada_1/modding/odf_directives.1701484997.txt.gz · Last modified: 2023-12-02-03-43 by 7saturn

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