Dummies file (X3)

From X-Wiki

Jump to: navigation, search
Although this file belongs to T files (X3) category, it is not true T file. It does not define any game objects.

Dummies is one of files located in types directory in X3 Reunion. It defines substitution lists which tell the game to replace certain bodies with scenes with some special functionallity.

Contents

Syntax and structure

Dummies are using standard BOD syntax.

The structure is:

<group id><number of records>
<record 1>
<record 2>
...

SDTYPE_ANIMATED

This section holds data about animated? docks. It is currently the only known way to implement custom docking. This section is probably intended to hold data about animated docks - that is docks which have animated scenes. Such animations are then played when ship is docking/undocking. This is just a guess.

Structure of record is:

<body id to be substitued><flags><number of components><component>...

Structure of component is

<flag><scene id>

Known flags

Dock class:

Allows certain ship classes to dock

  • ANIMATEDF_DOCKPORT_M5 - M5
  • ANIMATEDF_DOCKPORT_M4 - M4
  • ANIMATEDF_DOCKPORT_M3 - M3
  • ANIMATEDF_DOCKPORT_TS - TS
  • ANIMATEDF_DOCKPORT_TS_P - Pirate TS
  • ANIMATEDF_DOCKPORT_TP - TP
  • ANIMATEDF_DOCKPORT_M6 - M6
  • ANIMATEDF_DOCKPORT_M2 - M2
  • ANIMATEDF_DOCKPORT_M1 - M1
  • ANIMATEDF_DOCKPORT_TL - TL
  • ANIMATEDF_DOCKPORT_GO - Goner
  • ANIMATEDF_DOCKPORT_SHIPS - all ships can dock
  • ANIMATEDF_DOCKPORT_FIGHTER - M3, M4 and M5
  • ANIMATEDF_DOCKPORT_TRANSPORT - TS, Pirate TS, TP, Goner
  • ANIMATEDF_DOCKPORT_LITTLESHIP - FIGHTER and TRANSPORT
  • ANIMATEDF_DOCKPORT_BIGSHIP - M1, M2, M6, TL
  • ANIMATEDF_DOCKPORT_HUGESHIP - M1, M2, TL
  • ANIMATEDF_DOCKPORT_STANDARD - FIGHTER, TRANSPORT, M6

Land/takeoff directions:

  • ANIMATEDF_DOCKPORT_UDFWD - ship launches forward
  • ANIMATEDF_DOCKPORT_UDREV - ship turns 180% at start
  • ANIMATEDF_DOCKPORT_UDDOWN - ship is pushed down on launch
  • ANIMATEDF_DOCKPORT_BELOW30 - ship turns 30% down on launch (also affects the docking guidance lights)
  • ANIMATEDF_DOCKPORT_BELOW60 - ship turns 60% down on launch
  • ANIMATEDF_DOCKPORT_UDBACK - ship is pushed back on launch

Craft handling:

  • ANIMATEDF_DOCKPORT_HANGAR - ship will disappear when docked, like at trading stations and capital ships
  • ANIMATEDF_DOCKPORT_STARTONLY - these ports are only used for launching ships (usually fighters)
  • ANIMATEDF_DOCKPORT_LANDONLY - these ports will only be used for landing, and need to be used in conjunction with one or more ports defined with the ANIMATEDF_DOCKPORT_STARTONLY flag
  • ANIMATEDF_DOCKPORT_QUICKLAUNCH - the ship will takeoff at full speed

SDTYPE_DOCK

This section holds data about static? docks. This section is probably intended to hold data about docks which do not have any animation. It has not been tested though.

In X3 ver. 1.43, it only contains valid definition for dock5 (dock with five arms used on stations). However this dock5 have its final stage defined in SDTYPE_ANIMATED section.

Structure of record:

<body id to be substitued><flags><number of components><component>...

Structure of component:

<flag><scene id>

SDTYPE_DOORWAY

This section holds data about doors and their animations.

SDTYPE_GUN

This section holds data about animated guns and turrets.

Structure of record:

<body id to be substitued><gun flag><number of stages><stage>...<number of components><component>...

Structure of stage:

<stage flag><scene>

Structure of component:

<body id><component flag>

Example 1:

106;GUNF_FIXED;2;GUNSTATUS_INITIAL;4291;GUNSTATUS_FIRING;4292;0;

  • 106;GUNF_FIXED - body id and its flag (fixed gun)
  • 2 - number of stages
  • GUNSTATUS_INITIAL;4291 - initial stage and its scene
  • GUNSTATUS_FIRING;4292 - firing stage and its scene
  • 0 - number of components

Example 2:

ships\props\bigturret_dummy;GUNF_ROTATE;1; GUNSTATUS_INITIAL;ships\props\bigturret_scene;3; ships\props\bigturret_body;GUNPARTF_ROTATEALPHA; ships\props\bigturret_leftweapon;GUNPARTF_ROTATEALPHA | GUNPARTF_ROTATEBETA; ships\props\bigturret_rightweapon;GUNPARTF_ROTATEALPHA | GUNPARTF_ROTATEBETA;

  • ships\props\bigturret_dummy;GUNF_ROTATE - body id and its flag (rotating gun/turret)
  • 1 - number of stages
  • GUNSTATUS_INITIAL;ships\props\bigturret_scene - initial stage and its scene
  • 3 - number of components
  • ships\props\bigturret_body;GUNPARTF_ROTATEALPHA - component body id and its flag (rotate left/right)
  • ships\props\bigturret_leftweapon;GUNPARTF_ROTATEALPHA | GUNPARTF_ROTATEBETA - component body id and its flag (rotate left/right, rotate up/down)

Known flags

Gun flags:

  • GUNF_FIXED - simple fixed gun (no rotation)
  • GUNF_ROTATE - gun can rotate (used for turrets)

Gun stage flags:

  • GUNSTATUS_INITIAL - initial stage when gun is not firing
  • GUNSTATUS_FIRING - firing stage

Gun component flags:

  • GUNPARTF_ROTATEALPHA - component will be rotated left and right when gun is rotated
  • GUNPARTF_ROTATEBETA - component will be rotated up and down
  • GUNPARTF_ROTATEGAMMA - component will be rotated along its axis

SDTYPE_CONNECTION

Uknown.

See also

Personal tools
sections