TBullets file (X3)
From X-Wiki
Structure of TBullets T file:
| Field | Description |
|---|---|
| 0. Body file | Body of the projectile |
| Template:Expr:0 + 1. Picture ID | Not used |
| Template:Expr:0 + 2. Rotation X | |
| Template:Expr:0 + 3. Rotation Y | |
| Template:Expr:0 + 4. Rotation Z | |
| Template:Expr:0 + 5. Galaxy subtype | Not used |
| Template:Expr:0 + 6. Description | String ID from Page 17 of text resource files |
| 7. Shield damage | Damage done to shields |
| 8. Energy used | In energy units per shot? |
| 9. Launch (or impact?) sound | Index to Sounds file |
| 10. Lifetime | Lifetime of the projectile in milliseconds |
| 11. Speed | Speed of the projectile. Range is function of lifetime and speed |
| 12. Bullet flags | See Bullet flags below |
| 13. RGB (B) | Blue glow effect modifier |
| 14. RGB (G) | Green glow effect modifier |
| 15. RGB (R) | Red glow effect modifier |
| 16. Rapid Size X | Width of bullet collision area |
| 17. Rapid Size Y | Height of bullet collsion area |
| 18. Rapid Size Z | Length of bullet collision area |
| 19. Engine Effect | Index to Effects file |
| 20. Impact effect | Index to Effects file |
| 21. Launch effect | Index to Effects file |
| 22. Hull damage | Damage done to hull |
| 23. Engine Trail | |
| 24. Ambient sound | Sound of the projectile when flying - index to Sounds file |
| 25. 3D Sound Vol Min | |
| 26. 3D Sound Vol Max | |
| 27. Ammo | Ware used as ammo - index to TWareT or 128 (?) for energy weapons |
| 28. Production RelVal (NPC) | Price for NPCs (it's not really a price) |
| Template:Expr:28 + 1. Price modifier PRI | Primary Price Modifier |
| Template:Expr:28 + 2. Price modifier SEC | Secondary Price Modifier |
| Template:Expr:28 + 3. Ware class | Class (size) of the object - affects which ships can carry it |
| Template:Expr:28 + 4. Production RelVal (player) | Price for the player (it's not really a price) |
| Template:Expr:28 + 5. Min. Notoriety | Minimal notoriety the player must have to be able to use this object |
| Template:Expr:28 + 6. Video ID | Stream ID from Videos file containing the animation displayed in the Info screen |
| Template:Expr:28 + 7. Skin | Index to Skins file |
| Template:Expr:28 + 8. Object ID | Identifier of the object |
Bullet flags
The Bullet flags field can have any combination of the following flags:
| Value | Effect | Description |
|---|---|---|
| 1 | PAC | Unk - set on SS_BULLET_PR_BETA (Beta Particle Accelerator Cannon bullet) |
| 2 | Beam | The bullet is a continuous beam |
| 4 | ZigZag | Set on SS_BULLET_FLASH (Ion Disruptor bullet) - seems to produce a zig-zag effect |
| 8 | Areal | Set on SS_BULLET_WIDE_* (Alpha Phased Shockwave Generator bullets) |
| 16 | ION | Unk - set on SS_BULLET_FLASH (Ion Disruptor bullet) |
| 32 | Ignore shields | Do not affect shields |
| 46 | Use ammo | Consume the ware specified by Ammo index |
| 128 | Repair | Weapon will repair instead of damage the target |
| 256 | Flak | Unk - set on SS_BULLET_FLAK_* (Flak Artillery Array bullets) |
Multiple flags are added using bitwise OR operation.
For example a Repair Laser bullet has flags: Reapir | Beam | Ignore shields which is:
128 OR 2 OR 32 = 162
See also
References
- Structure taken from X3 Editor

