Subobject and subsystem properties: Difference between revisions
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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.