Explinations
Now... as I have been working on a new components.bmp file, I am going to need to start working on the components.txt file to make use of the new GraphX.
I need to have the functions of the components explained, since I did not find a line-by-line explination of the template files in the modding document.
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* - Self Explanatory, no details needed.
Class Name := *
Name := *
Description := *Allowed Vehicle Types := *
Restriction Type := ?
Restriction Value := ?
Space Object XFile Name := *
Picture Bitmap Index := ?? << Biggie: How does the graphic engine parse image files? I know it can parse a file longer than 520 pixels, can it parse wider than 400 pixels? How does it parse the end of a 'line' of images and move down to the next? >>
Placement Locations := *
Default Repair Priority := *
Tonnage Space Taken := *
Tonnage Structure := *
Level Minimum := 1 <<Required level to find in stores or use?>>
Illegal Cargo := *
Uses Levels := *
Is Commodity := *
Event ID := 0 << The availability of items in the store or as discarded cargo can be set to a particular event? How??>>
Base Credit Value := *
Credit Value Inc Pct Per Level := *
Energy Consump Inc Per Level := *
Sound Filename := * <<A good place to find new sound FX would be nice...>>
Energy Consumption := 10 <<[Is this per second, per shot??>>
Weapon Type := *
Weapon Target := *
Weapon Damage Point Blank := *
Weapon Damage Dec Per 10 Rng := 1 <<[I have not seen how this works at all, unless it means afterthe tenth range box??>>
Weapon Damage Inc Per Level := *
Weapon Damage Maximum Range := * <<[What is the max effective range any weapon can reach in SF?>>
Weapon Damage Type := *
Weapon Reload Rate MS := *
Weapon Display Effect Name := APB beam <<[How does the game determine beams and parse the beam image files, since there are multiple files?>>
Weapon Beam Duration := 50 <<[Milliseconds?>>
Weapon Explosion Effect Name := *
Weapon Beam Burn Color := 255, 65, 255 <<[I have seen no change in the game after altering this.>>
Weapon Autofires := *
Weapon Tonnage Structure := *
Number of Effects := 1 <<[Where can I get a list of effects to know what can be used here?>>
Effect 1 Type := Energy Maximum
Effect 1 Base Amount := 50
Effect 1 Amount Per Level := 0
Number of Requirements := 0 <<[Same question.>>
Anti - Proton Beam Beam S, F Normal 3000 30 25 20 15 10 5 0 0 0 0 0 <<What does the S, F mean? Since there are only ten range boxes, how do these damage listings affect the 20 range boxes in the game?
Anti-Proton Beam Beam Beam 10 <<How does it know where beam 10 is? There are four beam files.>>
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