Zatch
24th Feb 07, 3:23 AM
I've been trying for a couple days now to get a simple dockpath working, but I just can't seem to do it, here's what I've done:
1) Added two dockpaths to my ship, gal_thanatos, path1 = exit path, path2 = enter path.
2) path1 (exit) has its first point inside the ship mesh, last point is extremely far outside the boundary volume (to ensure that wouldn't be an issue, I'll narrow it down later,) there are 3 points total.
3) path2 (enter) is the exact opposite of path1, except shifted over slightly so it does not collide with path1; also the first point has "Queue Origin" toggled on.
Both paths should support the following Dock families: Frigate, Drone
The problem:
I start up a new game featuring just the gal_thanatos and a couple frigates. The frigates should start inside the Thanatos and undock when the game starts, but they don't. I select the frigates and try to force them to dock, but when I hover the mouse over the Thanatos I get the "move to" icon instead of the "dock here" icon. I press the Dock button and the Retire button, neither one works.
Note that the frigate has the CanDock and CanLaunch abilities, no Hyperspace ability. The Thanatos has the ShipHold and canBuildShips abilities. Here are the entire contents below:
NewShipType = StartShipConfig()
--
--====================================================================================
-- BASICINFO
--====================================================================================
--
NewShipType.displayedName = "Thanatos"
NewShipType.sobDescription = "Carrier"
NewShipType.buildCost = 850000000
NewShipType.buildTime = 20
NewShipType.buildPriorityOrder = 10
LoadModel(NewShipType,1)
--
--====================================================================================
-- PHYSICALSTATS
--====================================================================================
--
NewShipType.mass = 105750
NewShipType.maxhealth = 250000
NewShipType.regentime = 10667
NewShipType.minRegenTime = 0
NewShipType.sideArmourDamage = 1
NewShipType.rearArmourDamage = 1
NewShipType.dustCloudDamageTime = 100
NewShipType.nebulaDamageTime = 20
--
--====================================================================================
-- FORMATIONS
--====================================================================================
--
NewShipType.passiveFormation = "Broad"
NewShipType.defensiveFormation = "Delta"
NewShipType.aggressiveFormation = "Claw"
NewShipType.formationSpacing = 25
NewShipType.paradeData = "gal_titan_parade"
--
--====================================================================================
-- PROPULSION
--====================================================================================
--
NewShipType.thrusterMaxSpeed = 75
NewShipType.mainEngineMaxSpeed = 75
NewShipType.rotationMaxSpeed = 10
NewShipType.thrusterAccelTime = 20
NewShipType.thrusterBrakeTime = 6
NewShipType.mainEngineAccelTime = 20
NewShipType.mainEngineBrakeTime = 6
NewShipType.rotationAccelTime = 4
NewShipType.rotationBrakeTime = 2
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 25
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.trailLinger = 0
--
--====================================================================================
-- MOVEMENT
--====================================================================================
--
NewShipType.maxBankingAmount = 80
NewShipType.descendPitch = 0
NewShipType.goalReachEpsilon = 5
NewShipType.slideMoveRange = 0
NewShipType.relativeMoveFactor = 6
NewShipType.collisionMultiplier = 3
--
--====================================================================================
-- CLASSIFICATIONS
--====================================================================================
--
NewShipType.ArmourFamily = "Gal_T1"
NewShipType.AttackFamily = "Carrier"
NewShipType.AutoFormationFamily = "Capital"
NewShipType.AvoidanceFamily = "CapitalShip"
NewShipType.BuildFamily = "Gal_Carrier"
NewShipType.CollisionFamily = "Big"
NewShipType.DisplayFamily = "Carrier"
NewShipType.DockFamily = "CantDock"
NewShipType.MinimalFamilyToFindPathAround = "CapitalShip"
NewShipType.UnitCapsFamily = "Carrier"
NewShipType.SquadronSize = 1
NewShipType.UnitCapsNumber = 1
NewShipType.militaryUnit = 1
--
--====================================================================================
-- SENSORS
--====================================================================================
--
NewShipType.visualRange = 100000
NewShipType.prmSensorRange = 100000
NewShipType.secSensorRange = 100000
NewShipType.detectionStrength = 1
--
--====================================================================================
-- COMBAT
--====================================================================================
--
NewShipType.useEngagementRanges = 0
NewShipType.retaliationRange = 4800
NewShipType.retaliationDistanceFromGoal = 160
--
--====================================================================================
-- UIVISIBILITY
--====================================================================================
--
NewShipType.healthBarStyle = 0
NewShipType.TOIcon = "Triangle"
NewShipType.TOScale = 1
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.045
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.TODistanceFade0 = 7000
NewShipType.TODistanceDisappear0 = 5000
NewShipType.TODistanceFade1 = 2500
NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000
--
--====================================================================================
-- MESHVISIBILITY
--====================================================================================
--
NewShipType.nlips = 0.0008
NewShipType.nlipsRange = 6000
NewShipType.nlipsFar = 0.0003
NewShipType.nlipsFarRange = 10000
NewShipType.SMRepresentation = "Mesh"
NewShipType.meshRenderLimit = 32500
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 0
NewShipType.goblinsStartFade = 200
NewShipType.goblinsOff = 200
NewShipType.minimumZoomFactor = 0.68
NewShipType.selectionLimit = 150000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
NewShipType.minLOD = 0.25
NewShipType.upLOD0 = 0
NewShipType.upLOD1 = 0
NewShipType.upLOD2 = 2500
NewShipType.downLOD0 = 0
NewShipType.downLOD1 = 0
NewShipType.downLOD2 = 2515
--
--====================================================================================
-- DOCKING
-- -Docking
--====================================================================================
--
NewShipType.dockTimeBetweenTwoFormations = 0.5
NewShipType.dockTimeBeforeStart = 0.5
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "dockline"
NewShipType.queueFormation = "n_delta"
NewShipType.ignoreRaceWhenDocking = 0
--
--====================================================================================
-- DOCKING
-- -Launching
--====================================================================================
--
NewShipType.launchTimeBetweenTwoFormations = 0.5
NewShipType.launchTimeBeforeStart = 0.5
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "n_delta"
--
--====================================================================================
-- DEATH
--====================================================================================
--
NewShipType.sobDieTime = 0.1
NewShipType.sobSpecialDieTime = 2
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0.25
NewShipType.deadSobFadeTime = 1
--
--====================================================================================
-- MISCMOVEMENT
--====================================================================================
--
NewShipType.controllerType = "Ship"
NewShipType.isTransferable = 1
NewShipType.tumbleStaticX = 10
NewShipType.tumbleStaticY = 20
NewShipType.tumbleStaticZ = 5
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 10
NewShipType.tumbleDynamicZ = 5
NewShipType.tumbleSpecialDynamicX = 800
NewShipType.tumbleSpecialDynamicY = 1000
NewShipType.tumbleSpecialDynamicZ = 700
NewShipType.swayUpdateTime = 2
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0.05
NewShipType.swayRotateFactor = 0.1
--
--====================================================================================
-- AIVALUES
--====================================================================================
--
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 1
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 1
NewShipType.totalValue = 1
--
--====================================================================================
-- SOUNDS
--====================================================================================
--
loadShipPatchList(NewShipType, "data:sound/sfx/ship/Hiigaran/Fighter/", 0, "HScoutEng", "")
--
--====================================================================================
-- NOT-YET-RECOGNIZED LINES
--====================================================================================
--
addAbility(NewShipType, "MoveCommand", 1, 0)
addAbility(NewShipType, "CanLaunch")
addAbility(NewShipType, "ParadeCommand", 1)
addAbility(NewShipType, "WaypointMove")
addAbility(NewShipType, "CanBuildShips", 1, "Gal_Drone, Gal_Frigate, Gal_Destroyer, Gal_Cruiser, Gal_Battlecruiser, Gal_Battleship, Gal_Dreadnought, Gal_Carrier, Gal_Industrial, Gal_Platform, Gal_SubSystem", "Frigate, Destroyer, Cruiser, Drone")
--addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.5, "LightDrone, MediumDrone, HeavyDrone, FighterDrone, Frigate, Destroyer, Cruiser, Battlecruiser, Battleship, Dreadnought, Carrier, Mothership, Titan, Subsystem, Capturer, Platform, Station, Hauler", "broadside")
addAbility(NewShipType, "GuardCommand", 1, 3000, 500)
addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3)
addAbility(NewShipType, "ShipHold", 1, 0, 50, "rallypoint", "Frigate, Drone", 25,
{
Frigate = "12",
})
setEngineTrail(NewShipType, 0, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 1, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 2, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 3, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 4, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineBurn(NewShipType, 1, 0.5, 1, 12, 0, 0.7, 0.1, 90)
NewShipType = StartShipConfig()
--
--====================================================================================
-- BASICINFO
--====================================================================================
--
NewShipType.displayedName = "Incursus"
NewShipType.sobDescription = "Frigate"
NewShipType.buildCost = 220000
NewShipType.buildTime = 20
NewShipType.buildPriorityOrder = 10
LoadModel(NewShipType,1)
--
--====================================================================================
-- PHYSICALSTATS
--====================================================================================
--
NewShipType.mass = 110
NewShipType.maxhealth = 294
NewShipType.regentime = 500
NewShipType.minRegenTime = 0
NewShipType.sideArmourDamage = 1
NewShipType.rearArmourDamage = 1
NewShipType.dustCloudDamageTime = 100
NewShipType.nebulaDamageTime = 20
--
--====================================================================================
-- FORMATIONS
--====================================================================================
--
NewShipType.passiveFormation = "Broad"
NewShipType.defensiveFormation = "Delta"
NewShipType.aggressiveFormation = "Claw"
NewShipType.formationSpacing = 25
--
--====================================================================================
-- PROPULSION
--====================================================================================
--
NewShipType.thrusterMaxSpeed = 600
NewShipType.mainEngineMaxSpeed = 600
NewShipType.rotationMaxSpeed = 90
NewShipType.thrusterAccelTime = 3
NewShipType.thrusterBrakeTime = 1
NewShipType.mainEngineAccelTime = 3
NewShipType.mainEngineBrakeTime = 1
NewShipType.rotationAccelTime = 1
NewShipType.rotationBrakeTime = 0.3
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 170
NewShipType.mirrorAngle = 30
NewShipType.secondaryTurnAngle = 90
NewShipType.trailLinger = 0
--
--====================================================================================
-- MOVEMENT
--====================================================================================
--
NewShipType.maxBankingAmount = 120
NewShipType.descendPitch = 0
NewShipType.goalReachEpsilon = 5
NewShipType.slideMoveRange = 0
NewShipType.relativeMoveFactor = 6
NewShipType.collisionMultiplier = 3
--
--====================================================================================
-- CLASSIFICATIONS
--====================================================================================
--
NewShipType.ArmourFamily = "Gal_T1"
NewShipType.AttackFamily = "Frigate"
NewShipType.AutoFormationFamily = "Frigate"
NewShipType.AvoidanceFamily = "SmallShip"
NewShipType.BuildFamily = "Gal_Frigate"
NewShipType.CollisionFamily = "Small"
NewShipType.DisplayFamily = "Frigate"
NewShipType.DockFamily = "Frigate"
NewShipType.MinimalFamilyToFindPathAround = "MediumShip"
NewShipType.UnitCapsFamily = "Frigate"
NewShipType.SquadronSize = 1
NewShipType.UnitCapsNumber = 3
NewShipType.militaryUnit = 1
--
--====================================================================================
-- SENSORS
--====================================================================================
--
NewShipType.visualRange = 38000
NewShipType.prmSensorRange = 38000
NewShipType.secSensorRange = 38000
NewShipType.detectionStrength = 1
--
--====================================================================================
-- COMBAT
--====================================================================================
--
NewShipType.useEngagementRanges = 0
NewShipType.retaliationRange = 4800
NewShipType.retaliationDistanceFromGoal = 160
--
--====================================================================================
-- UIVISIBILITY
--====================================================================================
--
NewShipType.healthBarStyle = 0
NewShipType.TOIcon = "Triangle"
NewShipType.TOScale = 1
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.045
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.TODistanceFade0 = 7000
NewShipType.TODistanceDisappear0 = 5000
NewShipType.TODistanceFade1 = 2500
NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000
--
--====================================================================================
-- MESHVISIBILITY
--====================================================================================
--
NewShipType.nlips = 0.0008
NewShipType.nlipsRange = 6000
NewShipType.nlipsFar = 0.0003
NewShipType.nlipsFarRange = 10000
NewShipType.SMRepresentation = "HardDot"
NewShipType.meshRenderLimit = 10400
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 0
NewShipType.goblinsStartFade = 200
NewShipType.goblinsOff = 200
NewShipType.minimumZoomFactor = 0.68
NewShipType.selectionLimit = 150000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
--
--====================================================================================
-- DOCKING
-- -Docking
--====================================================================================
--
NewShipType.dockTimeBetweenTwoFormations = 0.5
NewShipType.dockTimeBeforeStart = 0.5
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "dockline"
NewShipType.queueFormation = "n_delta"
NewShipType.ignoreRaceWhenDocking = 0
--
--====================================================================================
-- DOCKING
-- -Launching
--====================================================================================
--
NewShipType.launchTimeBetweenTwoFormations = 0.5
NewShipType.launchTimeBeforeStart = 0.5
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "n_delta"
--
--====================================================================================
-- WEAPONRY
--====================================================================================
--
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret1", "Fire1")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret2", "Fire2")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret3", "Fire3")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret4", "Fire4")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret5", "Fire5")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret6", "Fire6")
--
--====================================================================================
-- DEATH
--====================================================================================
--
NewShipType.sobDieTime = 0.1
NewShipType.sobSpecialDieTime = 2
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 1
--
--====================================================================================
-- MISCMOVEMENT
--====================================================================================
--
NewShipType.controllerType = "Ship"
NewShipType.isTransferable = 1
NewShipType.tumbleStaticX = 10
NewShipType.tumbleStaticY = 20
NewShipType.tumbleStaticZ = 5
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 10
NewShipType.tumbleDynamicZ = 5
NewShipType.tumbleSpecialDynamicX = 800
NewShipType.tumbleSpecialDynamicY = 1000
NewShipType.tumbleSpecialDynamicZ = 700
NewShipType.swayUpdateTime = 2
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0.05
NewShipType.swayRotateFactor = 0.1
--
--====================================================================================
-- AIVALUES
--====================================================================================
--
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 1
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 1
NewShipType.totalValue = 1
--
--====================================================================================
-- SOUNDS
--====================================================================================
--
loadShipPatchList(NewShipType, "data:sound/sfx/ship/Hiigaran/Fighter/", 0, "HScoutEng", "")
--
--====================================================================================
-- NOT-YET-RECOGNIZED LINES
--====================================================================================
--
addAbility(NewShipType, "MoveCommand", 1, 0)
addAbility(NewShipType, "CanDock", 1, 1)
addAbility(NewShipType, "CanLaunch")
addAbility(NewShipType, "WaypointMove")
addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.5, "LightDrone, MediumDrone, HeavyDrone, FighterDrone, Frigate, Destroyer, Cruiser, Battlecruiser, Battleship, Dreadnought, Carrier, Mothership, Titan, Subsystem, Capturer, Platform, Station, Industrial", "orbit_2000",
{
Titan = "MoveToTargetAndShoot",
},
{
Station = "MoveToTargetAndShoot", })
addAbility(NewShipType, "GuardCommand", 1, 3000, 500)
addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3)
addAbility(NewShipType, "RetireAbility", 1, 1)
addAbility(NewShipType, "ParadeCommand", 1)
setEngineTrail(NewShipType, 0, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 3)
setEngineTrail(NewShipType, 1, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 3)
setEngineTrail(NewShipType, 2, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 3)
setEngineTrail(NewShipType, 3, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 6)
setEngineBurn(NewShipType, 1, 0.5, 1, 12, 0, 0.7, 0.1, 15)
buildFamily =
{
{
name = "Amr_Drone", },
{
name = "Amr_Frigate", },
{
name = "Amr_Destroyer", },
{
name = "Amr_Cruiser", },
{
name = "Amr_Battlecruiser", },
{
name = "Amr_Battleship", },
{
name = "Amr_Dreadnought", },
{
name = "Amr_Carrier", },
{
name = "Amr_Titan", },
{
name = "Amr_Industrial", },
{
name = "Amr_Platform", },
{
name = "Amr_SubSystem", },
{
name = "Cal_Drone", },
{
name = "Cal_Frigate", },
{
name = "Cal_Destroyer", },
{
name = "Cal_Cruiser", },
{
name = "Cal_Battlecruiser", },
{
name = "Cal_Battleship", },
{
name = "Cal_Dreadnought", },
{
name = "Cal_Carrier", },
{
name = "Cal_Titan", },
{
name = "Cal_Industrial", },
{
name = "Cal_Platform", },
{
name = "Cal_SubSystem", },
{
name = "Gal_Drone", },
{
name = "Gal_Frigate", },
{
name = "Gal_Destroyer", },
{
name = "Gal_Cruiser", },
{
name = "Gal_Battlecruiser", },
{
name = "Gal_Battleship", },
{
name = "Gal_Dreadnought", },
{
name = "Gal_Carrier", },
{
name = "Gal_Titan", },
{
name = "Gal_Industrial", },
{
name = "Gal_Platform", },
{
name = "Gal_SubSystem", },
{
name = "Min_Drone", },
{
name = "Min_Frigate", },
{
name = "Min_Destroyer", },
{
name = "Min_Cruiser", },
{
name = "Min_Battlecruiser", },
{
name = "Min_Battleship", },
{
name = "Min_Dreadnought", },
{
name = "Min_Carrier", },
{
name = "Min_Titan", },
{
name = "Min_Industrial", },
{
name = "Min_Platform", },
{
name = "Min_SubSystem", },
{
name = "MiningBarge", },
{
name = "SubSystem_Hgn", },
{
name = "NotBuildable", },
}
displayFamily =
{
{
name = "Drone",
stringParam = "Drone",
numParam = 1, },
{
name = "Frigate",
stringParam = "Frigate",
numParam = 2, },
{
name = "Destroyer",
stringParam = "Destroyer",
numParam = 3, },
{
name = "Cruiser",
stringParam = "Cruiser",
numParam = 4, },
{
name = "Battlecruiser",
stringParam = "Battlecruiser",
numParam = 6, },
{
name = "Battleship",
stringParam = "Battleship",
numParam = 7, },
{
name = "Dreadnought",
stringParam = "Dreadnought",
numParam = 8, },
{
name = "Carrier",
stringParam = "Carrier",
numParam = 9, },
{
name = "Mothership",
stringParam = "Mothership",
numParam = 10, },
{
name = "Titan",
stringParam = "Titan",
numParam = 11, },
{
name = "Munition",
stringParam = "$2109",
numParam = 12, },
{
name = "Subsystem",
stringParam = "Subsystem",
numParam = 13, },
{
name = "Platform",
stringParam = "Platform",
numParam = 14, },
{
name = "Station",
stringParam = "Station",
numParam = 15, },
{
name = "Megalith",
stringParam = "$2110",
numParam = 16, },
}
attackFamily =
{
{
name = "LightDrone",
numParam = 1, },
{
name = "MediumDrone",
numParam = 1, },
{
name = "HeavyDrone",
numParam = 1, },
{
name = "FighterDrone",
numParam = 1, },
{
name = "Frigate",
numParam = 1, },
{
name = "Destroyer",
numParam = 1, },
{
name = "Cruiser",
numParam = 1, },
{
name = "Battlecruiser",
numParam = 1, },
{
name = "Battleship",
numParam = 1, },
{
name = "Dreadnought",
numParam = 1, },
{
name = "Carrier",
numParam = 1, },
{
name = "Mothership",
numParam = 1, },
{
name = "Titan",
numParam = 1, },
{
name = "Subsystem",
numParam = 1, },
{
name = "Resource",
numParam = 1, },
{
name = "ResourceLarge",
numParam = 1, },
{
name = "Capturer",
numParam = 1, },
{
name = "Platform",
numParam = 1, },
{
name = "Station",
numParam = 1, },
{
name = "Industrial",
numParam = 1, },
{
name = "Unattackable",
numParam = 1, },
}
dockFamily =
{
{
name = "Drone", },
{
name = "Frigate", },
{
name = "Destroyer", },
{
name = "Cruiser", },
{
name = "Battlecruiser", },
{
name = "Battleship", },
{
name = "Dreadnought", },
{
name = "Carrier", },
{
name = "Mothership", },
{
name = "Titan", },
{
name = "Platform", },
{
name = "Resource", },
{
name = "Salvage", },
{
name = "LargeSalvage", },
{
name = "Industrial", },
{
name = "CantDock", },
}
avoidanceFamily =
{
{
name = "None",
numParam = 0, },
{
name = "DontAvoid",
numParam = 1, },
{
name = "SmallShip",
numParam = 2, },
{
name = "MediumShip",
numParam = 3, },
{
name = "LargeShip",
numParam = 4, },
{
name = "SmallRock",
numParam = 5, },
{
name = "CapitalShip",
numParam = 6, },
{
name = "BigRock",
numParam = 7, },
{
name = "SuperPriority",
numParam = 8, },
}
collisionFamily =
{
{
name = "Small",
numParam = 0, },
{
name = "Big",
numParam = 1, },
{
name = "Unmoveable",
numParam = 2, },
}
autoFormationFamily =
{
{
name = "Frigate",
numParam = 0, },
{
name = "Destroyer",
numParam = 1, },
{
name = "Cruiser",
numParam = 2, },
{
name = "Battlecruiser",
numParam = 3, },
{
name = "Battleship",
numParam = 4, },
{
name = "Capital",
numParam = 5, },
}
armourFamily =
{
{
name = "Amr_T1", },
{
name = "Cal_T1", },
{
name = "Gal_T1", },
{
name = "Min_T1", },
{
name = "SubSystemArmour", },
{
name = "Unarmoured", },
}
unitcapsFamily =
{
{
name = "Drone",
numParam = 1,
stringParam = "Drone", },
{
name = "Frigate",
numParam = 2,
stringParam = "Frigate", },
{
name = "Destroyer",
numParam = 3,
stringParam = "Destroyer", },
{
name = "Cruiser",
numParam = 4,
stringParam = "Cruiser", },
{
name = "Battlecruiser",
numParam = 5,
stringParam = "Battlecruiser", },
{
name = "Battleship",
numParam = 6,
stringParam = "Battleship", },
{
name = "Dreadnought",
numParam = 7,
stringParam = "Dreadnought", },
{
name = "Carrier",
numParam = 8,
stringParam = "Carrier", },
{
name = "Mothership",
numParam = 9,
stringParam = "Mothership", },
{
name = "Titan",
numParam = 10,
stringParam = "Titan", },
{
name = "Platform",
numParam = 11,
stringParam = "Platform", },
{
name = "Industrial",
numParam = 12,
stringParam = "Industrial", },
}
unitcapsShipType =
{
{
name = "MinelayerCorvette",
numParam = 11,
stringParam = "$2135", },
{
name = "Mover",
numParam = 12,
stringParam = "$2121", },
{
name = "TorpedoFrigate",
numParam = 21,
stringParam = "$2122", },
{
name = "CaptureFrigate",
numParam = 22,
stringParam = "$2123", },
{
name = "DefenseFieldFrigate",
numParam = 23,
stringParam = "$2124", },
{
name = "Destroyer",
numParam = 31,
stringParam = "$2125", },
{
name = "Carrier",
numParam = 32,
stringParam = "$2126", },
{
name = "Battlecruiser",
numParam = 33,
stringParam = "$2127", },
{
name = "Shipyard",
numParam = 34,
stringParam = "$2128", },
{
name = "Stargate",
numParam = 41,
stringParam = "Stargate", },
{
name = "ResourceCollector",
numParam = 51,
stringParam = "$2130", },
{
name = "ResourceController",
numParam = 52,
stringParam = "$2131", },
}
I would greatly appreciate any words of wisdom to help me solve this irritating problem.
1) Added two dockpaths to my ship, gal_thanatos, path1 = exit path, path2 = enter path.
2) path1 (exit) has its first point inside the ship mesh, last point is extremely far outside the boundary volume (to ensure that wouldn't be an issue, I'll narrow it down later,) there are 3 points total.
3) path2 (enter) is the exact opposite of path1, except shifted over slightly so it does not collide with path1; also the first point has "Queue Origin" toggled on.
Both paths should support the following Dock families: Frigate, Drone
The problem:
I start up a new game featuring just the gal_thanatos and a couple frigates. The frigates should start inside the Thanatos and undock when the game starts, but they don't. I select the frigates and try to force them to dock, but when I hover the mouse over the Thanatos I get the "move to" icon instead of the "dock here" icon. I press the Dock button and the Retire button, neither one works.
Note that the frigate has the CanDock and CanLaunch abilities, no Hyperspace ability. The Thanatos has the ShipHold and canBuildShips abilities. Here are the entire contents below:
NewShipType = StartShipConfig()
--
--====================================================================================
-- BASICINFO
--====================================================================================
--
NewShipType.displayedName = "Thanatos"
NewShipType.sobDescription = "Carrier"
NewShipType.buildCost = 850000000
NewShipType.buildTime = 20
NewShipType.buildPriorityOrder = 10
LoadModel(NewShipType,1)
--
--====================================================================================
-- PHYSICALSTATS
--====================================================================================
--
NewShipType.mass = 105750
NewShipType.maxhealth = 250000
NewShipType.regentime = 10667
NewShipType.minRegenTime = 0
NewShipType.sideArmourDamage = 1
NewShipType.rearArmourDamage = 1
NewShipType.dustCloudDamageTime = 100
NewShipType.nebulaDamageTime = 20
--
--====================================================================================
-- FORMATIONS
--====================================================================================
--
NewShipType.passiveFormation = "Broad"
NewShipType.defensiveFormation = "Delta"
NewShipType.aggressiveFormation = "Claw"
NewShipType.formationSpacing = 25
NewShipType.paradeData = "gal_titan_parade"
--
--====================================================================================
-- PROPULSION
--====================================================================================
--
NewShipType.thrusterMaxSpeed = 75
NewShipType.mainEngineMaxSpeed = 75
NewShipType.rotationMaxSpeed = 10
NewShipType.thrusterAccelTime = 20
NewShipType.thrusterBrakeTime = 6
NewShipType.mainEngineAccelTime = 20
NewShipType.mainEngineBrakeTime = 6
NewShipType.rotationAccelTime = 4
NewShipType.rotationBrakeTime = 2
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 25
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.trailLinger = 0
--
--====================================================================================
-- MOVEMENT
--====================================================================================
--
NewShipType.maxBankingAmount = 80
NewShipType.descendPitch = 0
NewShipType.goalReachEpsilon = 5
NewShipType.slideMoveRange = 0
NewShipType.relativeMoveFactor = 6
NewShipType.collisionMultiplier = 3
--
--====================================================================================
-- CLASSIFICATIONS
--====================================================================================
--
NewShipType.ArmourFamily = "Gal_T1"
NewShipType.AttackFamily = "Carrier"
NewShipType.AutoFormationFamily = "Capital"
NewShipType.AvoidanceFamily = "CapitalShip"
NewShipType.BuildFamily = "Gal_Carrier"
NewShipType.CollisionFamily = "Big"
NewShipType.DisplayFamily = "Carrier"
NewShipType.DockFamily = "CantDock"
NewShipType.MinimalFamilyToFindPathAround = "CapitalShip"
NewShipType.UnitCapsFamily = "Carrier"
NewShipType.SquadronSize = 1
NewShipType.UnitCapsNumber = 1
NewShipType.militaryUnit = 1
--
--====================================================================================
-- SENSORS
--====================================================================================
--
NewShipType.visualRange = 100000
NewShipType.prmSensorRange = 100000
NewShipType.secSensorRange = 100000
NewShipType.detectionStrength = 1
--
--====================================================================================
-- COMBAT
--====================================================================================
--
NewShipType.useEngagementRanges = 0
NewShipType.retaliationRange = 4800
NewShipType.retaliationDistanceFromGoal = 160
--
--====================================================================================
-- UIVISIBILITY
--====================================================================================
--
NewShipType.healthBarStyle = 0
NewShipType.TOIcon = "Triangle"
NewShipType.TOScale = 1
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.045
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.TODistanceFade0 = 7000
NewShipType.TODistanceDisappear0 = 5000
NewShipType.TODistanceFade1 = 2500
NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000
--
--====================================================================================
-- MESHVISIBILITY
--====================================================================================
--
NewShipType.nlips = 0.0008
NewShipType.nlipsRange = 6000
NewShipType.nlipsFar = 0.0003
NewShipType.nlipsFarRange = 10000
NewShipType.SMRepresentation = "Mesh"
NewShipType.meshRenderLimit = 32500
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 0
NewShipType.goblinsStartFade = 200
NewShipType.goblinsOff = 200
NewShipType.minimumZoomFactor = 0.68
NewShipType.selectionLimit = 150000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
NewShipType.minLOD = 0.25
NewShipType.upLOD0 = 0
NewShipType.upLOD1 = 0
NewShipType.upLOD2 = 2500
NewShipType.downLOD0 = 0
NewShipType.downLOD1 = 0
NewShipType.downLOD2 = 2515
--
--====================================================================================
-- DOCKING
-- -Docking
--====================================================================================
--
NewShipType.dockTimeBetweenTwoFormations = 0.5
NewShipType.dockTimeBeforeStart = 0.5
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "dockline"
NewShipType.queueFormation = "n_delta"
NewShipType.ignoreRaceWhenDocking = 0
--
--====================================================================================
-- DOCKING
-- -Launching
--====================================================================================
--
NewShipType.launchTimeBetweenTwoFormations = 0.5
NewShipType.launchTimeBeforeStart = 0.5
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "n_delta"
--
--====================================================================================
-- DEATH
--====================================================================================
--
NewShipType.sobDieTime = 0.1
NewShipType.sobSpecialDieTime = 2
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0.25
NewShipType.deadSobFadeTime = 1
--
--====================================================================================
-- MISCMOVEMENT
--====================================================================================
--
NewShipType.controllerType = "Ship"
NewShipType.isTransferable = 1
NewShipType.tumbleStaticX = 10
NewShipType.tumbleStaticY = 20
NewShipType.tumbleStaticZ = 5
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 10
NewShipType.tumbleDynamicZ = 5
NewShipType.tumbleSpecialDynamicX = 800
NewShipType.tumbleSpecialDynamicY = 1000
NewShipType.tumbleSpecialDynamicZ = 700
NewShipType.swayUpdateTime = 2
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0.05
NewShipType.swayRotateFactor = 0.1
--
--====================================================================================
-- AIVALUES
--====================================================================================
--
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 1
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 1
NewShipType.totalValue = 1
--
--====================================================================================
-- SOUNDS
--====================================================================================
--
loadShipPatchList(NewShipType, "data:sound/sfx/ship/Hiigaran/Fighter/", 0, "HScoutEng", "")
--
--====================================================================================
-- NOT-YET-RECOGNIZED LINES
--====================================================================================
--
addAbility(NewShipType, "MoveCommand", 1, 0)
addAbility(NewShipType, "CanLaunch")
addAbility(NewShipType, "ParadeCommand", 1)
addAbility(NewShipType, "WaypointMove")
addAbility(NewShipType, "CanBuildShips", 1, "Gal_Drone, Gal_Frigate, Gal_Destroyer, Gal_Cruiser, Gal_Battlecruiser, Gal_Battleship, Gal_Dreadnought, Gal_Carrier, Gal_Industrial, Gal_Platform, Gal_SubSystem", "Frigate, Destroyer, Cruiser, Drone")
--addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.5, "LightDrone, MediumDrone, HeavyDrone, FighterDrone, Frigate, Destroyer, Cruiser, Battlecruiser, Battleship, Dreadnought, Carrier, Mothership, Titan, Subsystem, Capturer, Platform, Station, Hauler", "broadside")
addAbility(NewShipType, "GuardCommand", 1, 3000, 500)
addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3)
addAbility(NewShipType, "ShipHold", 1, 0, 50, "rallypoint", "Frigate, Drone", 25,
{
Frigate = "12",
})
setEngineTrail(NewShipType, 0, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 1, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 2, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 3, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineTrail(NewShipType, 4, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 40)
setEngineBurn(NewShipType, 1, 0.5, 1, 12, 0, 0.7, 0.1, 90)
NewShipType = StartShipConfig()
--
--====================================================================================
-- BASICINFO
--====================================================================================
--
NewShipType.displayedName = "Incursus"
NewShipType.sobDescription = "Frigate"
NewShipType.buildCost = 220000
NewShipType.buildTime = 20
NewShipType.buildPriorityOrder = 10
LoadModel(NewShipType,1)
--
--====================================================================================
-- PHYSICALSTATS
--====================================================================================
--
NewShipType.mass = 110
NewShipType.maxhealth = 294
NewShipType.regentime = 500
NewShipType.minRegenTime = 0
NewShipType.sideArmourDamage = 1
NewShipType.rearArmourDamage = 1
NewShipType.dustCloudDamageTime = 100
NewShipType.nebulaDamageTime = 20
--
--====================================================================================
-- FORMATIONS
--====================================================================================
--
NewShipType.passiveFormation = "Broad"
NewShipType.defensiveFormation = "Delta"
NewShipType.aggressiveFormation = "Claw"
NewShipType.formationSpacing = 25
--
--====================================================================================
-- PROPULSION
--====================================================================================
--
NewShipType.thrusterMaxSpeed = 600
NewShipType.mainEngineMaxSpeed = 600
NewShipType.rotationMaxSpeed = 90
NewShipType.thrusterAccelTime = 3
NewShipType.thrusterBrakeTime = 1
NewShipType.mainEngineAccelTime = 3
NewShipType.mainEngineBrakeTime = 1
NewShipType.rotationAccelTime = 1
NewShipType.rotationBrakeTime = 0.3
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 170
NewShipType.mirrorAngle = 30
NewShipType.secondaryTurnAngle = 90
NewShipType.trailLinger = 0
--
--====================================================================================
-- MOVEMENT
--====================================================================================
--
NewShipType.maxBankingAmount = 120
NewShipType.descendPitch = 0
NewShipType.goalReachEpsilon = 5
NewShipType.slideMoveRange = 0
NewShipType.relativeMoveFactor = 6
NewShipType.collisionMultiplier = 3
--
--====================================================================================
-- CLASSIFICATIONS
--====================================================================================
--
NewShipType.ArmourFamily = "Gal_T1"
NewShipType.AttackFamily = "Frigate"
NewShipType.AutoFormationFamily = "Frigate"
NewShipType.AvoidanceFamily = "SmallShip"
NewShipType.BuildFamily = "Gal_Frigate"
NewShipType.CollisionFamily = "Small"
NewShipType.DisplayFamily = "Frigate"
NewShipType.DockFamily = "Frigate"
NewShipType.MinimalFamilyToFindPathAround = "MediumShip"
NewShipType.UnitCapsFamily = "Frigate"
NewShipType.SquadronSize = 1
NewShipType.UnitCapsNumber = 3
NewShipType.militaryUnit = 1
--
--====================================================================================
-- SENSORS
--====================================================================================
--
NewShipType.visualRange = 38000
NewShipType.prmSensorRange = 38000
NewShipType.secSensorRange = 38000
NewShipType.detectionStrength = 1
--
--====================================================================================
-- COMBAT
--====================================================================================
--
NewShipType.useEngagementRanges = 0
NewShipType.retaliationRange = 4800
NewShipType.retaliationDistanceFromGoal = 160
--
--====================================================================================
-- UIVISIBILITY
--====================================================================================
--
NewShipType.healthBarStyle = 0
NewShipType.TOIcon = "Triangle"
NewShipType.TOScale = 1
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.045
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.TODistanceFade0 = 7000
NewShipType.TODistanceDisappear0 = 5000
NewShipType.TODistanceFade1 = 2500
NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000
--
--====================================================================================
-- MESHVISIBILITY
--====================================================================================
--
NewShipType.nlips = 0.0008
NewShipType.nlipsRange = 6000
NewShipType.nlipsFar = 0.0003
NewShipType.nlipsFarRange = 10000
NewShipType.SMRepresentation = "HardDot"
NewShipType.meshRenderLimit = 10400
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 0
NewShipType.goblinsStartFade = 200
NewShipType.goblinsOff = 200
NewShipType.minimumZoomFactor = 0.68
NewShipType.selectionLimit = 150000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
--
--====================================================================================
-- DOCKING
-- -Docking
--====================================================================================
--
NewShipType.dockTimeBetweenTwoFormations = 0.5
NewShipType.dockTimeBeforeStart = 0.5
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "dockline"
NewShipType.queueFormation = "n_delta"
NewShipType.ignoreRaceWhenDocking = 0
--
--====================================================================================
-- DOCKING
-- -Launching
--====================================================================================
--
NewShipType.launchTimeBetweenTwoFormations = 0.5
NewShipType.launchTimeBeforeStart = 0.5
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "n_delta"
--
--====================================================================================
-- WEAPONRY
--====================================================================================
--
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret1", "Fire1")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret2", "Fire2")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret3", "Fire3")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret4", "Fire4")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret5", "Fire5")
StartShipWeaponConfig(NewShipType, "lightionblaster1", "Weapon_Turret6", "Fire6")
--
--====================================================================================
-- DEATH
--====================================================================================
--
NewShipType.sobDieTime = 0.1
NewShipType.sobSpecialDieTime = 2
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 1
--
--====================================================================================
-- MISCMOVEMENT
--====================================================================================
--
NewShipType.controllerType = "Ship"
NewShipType.isTransferable = 1
NewShipType.tumbleStaticX = 10
NewShipType.tumbleStaticY = 20
NewShipType.tumbleStaticZ = 5
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 10
NewShipType.tumbleDynamicZ = 5
NewShipType.tumbleSpecialDynamicX = 800
NewShipType.tumbleSpecialDynamicY = 1000
NewShipType.tumbleSpecialDynamicZ = 700
NewShipType.swayUpdateTime = 2
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0.05
NewShipType.swayRotateFactor = 0.1
--
--====================================================================================
-- AIVALUES
--====================================================================================
--
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 1
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 1
NewShipType.totalValue = 1
--
--====================================================================================
-- SOUNDS
--====================================================================================
--
loadShipPatchList(NewShipType, "data:sound/sfx/ship/Hiigaran/Fighter/", 0, "HScoutEng", "")
--
--====================================================================================
-- NOT-YET-RECOGNIZED LINES
--====================================================================================
--
addAbility(NewShipType, "MoveCommand", 1, 0)
addAbility(NewShipType, "CanDock", 1, 1)
addAbility(NewShipType, "CanLaunch")
addAbility(NewShipType, "WaypointMove")
addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.5, "LightDrone, MediumDrone, HeavyDrone, FighterDrone, Frigate, Destroyer, Cruiser, Battlecruiser, Battleship, Dreadnought, Carrier, Mothership, Titan, Subsystem, Capturer, Platform, Station, Industrial", "orbit_2000",
{
Titan = "MoveToTargetAndShoot",
},
{
Station = "MoveToTargetAndShoot", })
addAbility(NewShipType, "GuardCommand", 1, 3000, 500)
addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3)
addAbility(NewShipType, "RetireAbility", 1, 1)
addAbility(NewShipType, "ParadeCommand", 1)
setEngineTrail(NewShipType, 0, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 3)
setEngineTrail(NewShipType, 1, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 3)
setEngineTrail(NewShipType, 2, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 3)
setEngineTrail(NewShipType, 3, 3, "trail_ribbon.tga", 0, 0.5, 0.025, 6)
setEngineBurn(NewShipType, 1, 0.5, 1, 12, 0, 0.7, 0.1, 15)
buildFamily =
{
{
name = "Amr_Drone", },
{
name = "Amr_Frigate", },
{
name = "Amr_Destroyer", },
{
name = "Amr_Cruiser", },
{
name = "Amr_Battlecruiser", },
{
name = "Amr_Battleship", },
{
name = "Amr_Dreadnought", },
{
name = "Amr_Carrier", },
{
name = "Amr_Titan", },
{
name = "Amr_Industrial", },
{
name = "Amr_Platform", },
{
name = "Amr_SubSystem", },
{
name = "Cal_Drone", },
{
name = "Cal_Frigate", },
{
name = "Cal_Destroyer", },
{
name = "Cal_Cruiser", },
{
name = "Cal_Battlecruiser", },
{
name = "Cal_Battleship", },
{
name = "Cal_Dreadnought", },
{
name = "Cal_Carrier", },
{
name = "Cal_Titan", },
{
name = "Cal_Industrial", },
{
name = "Cal_Platform", },
{
name = "Cal_SubSystem", },
{
name = "Gal_Drone", },
{
name = "Gal_Frigate", },
{
name = "Gal_Destroyer", },
{
name = "Gal_Cruiser", },
{
name = "Gal_Battlecruiser", },
{
name = "Gal_Battleship", },
{
name = "Gal_Dreadnought", },
{
name = "Gal_Carrier", },
{
name = "Gal_Titan", },
{
name = "Gal_Industrial", },
{
name = "Gal_Platform", },
{
name = "Gal_SubSystem", },
{
name = "Min_Drone", },
{
name = "Min_Frigate", },
{
name = "Min_Destroyer", },
{
name = "Min_Cruiser", },
{
name = "Min_Battlecruiser", },
{
name = "Min_Battleship", },
{
name = "Min_Dreadnought", },
{
name = "Min_Carrier", },
{
name = "Min_Titan", },
{
name = "Min_Industrial", },
{
name = "Min_Platform", },
{
name = "Min_SubSystem", },
{
name = "MiningBarge", },
{
name = "SubSystem_Hgn", },
{
name = "NotBuildable", },
}
displayFamily =
{
{
name = "Drone",
stringParam = "Drone",
numParam = 1, },
{
name = "Frigate",
stringParam = "Frigate",
numParam = 2, },
{
name = "Destroyer",
stringParam = "Destroyer",
numParam = 3, },
{
name = "Cruiser",
stringParam = "Cruiser",
numParam = 4, },
{
name = "Battlecruiser",
stringParam = "Battlecruiser",
numParam = 6, },
{
name = "Battleship",
stringParam = "Battleship",
numParam = 7, },
{
name = "Dreadnought",
stringParam = "Dreadnought",
numParam = 8, },
{
name = "Carrier",
stringParam = "Carrier",
numParam = 9, },
{
name = "Mothership",
stringParam = "Mothership",
numParam = 10, },
{
name = "Titan",
stringParam = "Titan",
numParam = 11, },
{
name = "Munition",
stringParam = "$2109",
numParam = 12, },
{
name = "Subsystem",
stringParam = "Subsystem",
numParam = 13, },
{
name = "Platform",
stringParam = "Platform",
numParam = 14, },
{
name = "Station",
stringParam = "Station",
numParam = 15, },
{
name = "Megalith",
stringParam = "$2110",
numParam = 16, },
}
attackFamily =
{
{
name = "LightDrone",
numParam = 1, },
{
name = "MediumDrone",
numParam = 1, },
{
name = "HeavyDrone",
numParam = 1, },
{
name = "FighterDrone",
numParam = 1, },
{
name = "Frigate",
numParam = 1, },
{
name = "Destroyer",
numParam = 1, },
{
name = "Cruiser",
numParam = 1, },
{
name = "Battlecruiser",
numParam = 1, },
{
name = "Battleship",
numParam = 1, },
{
name = "Dreadnought",
numParam = 1, },
{
name = "Carrier",
numParam = 1, },
{
name = "Mothership",
numParam = 1, },
{
name = "Titan",
numParam = 1, },
{
name = "Subsystem",
numParam = 1, },
{
name = "Resource",
numParam = 1, },
{
name = "ResourceLarge",
numParam = 1, },
{
name = "Capturer",
numParam = 1, },
{
name = "Platform",
numParam = 1, },
{
name = "Station",
numParam = 1, },
{
name = "Industrial",
numParam = 1, },
{
name = "Unattackable",
numParam = 1, },
}
dockFamily =
{
{
name = "Drone", },
{
name = "Frigate", },
{
name = "Destroyer", },
{
name = "Cruiser", },
{
name = "Battlecruiser", },
{
name = "Battleship", },
{
name = "Dreadnought", },
{
name = "Carrier", },
{
name = "Mothership", },
{
name = "Titan", },
{
name = "Platform", },
{
name = "Resource", },
{
name = "Salvage", },
{
name = "LargeSalvage", },
{
name = "Industrial", },
{
name = "CantDock", },
}
avoidanceFamily =
{
{
name = "None",
numParam = 0, },
{
name = "DontAvoid",
numParam = 1, },
{
name = "SmallShip",
numParam = 2, },
{
name = "MediumShip",
numParam = 3, },
{
name = "LargeShip",
numParam = 4, },
{
name = "SmallRock",
numParam = 5, },
{
name = "CapitalShip",
numParam = 6, },
{
name = "BigRock",
numParam = 7, },
{
name = "SuperPriority",
numParam = 8, },
}
collisionFamily =
{
{
name = "Small",
numParam = 0, },
{
name = "Big",
numParam = 1, },
{
name = "Unmoveable",
numParam = 2, },
}
autoFormationFamily =
{
{
name = "Frigate",
numParam = 0, },
{
name = "Destroyer",
numParam = 1, },
{
name = "Cruiser",
numParam = 2, },
{
name = "Battlecruiser",
numParam = 3, },
{
name = "Battleship",
numParam = 4, },
{
name = "Capital",
numParam = 5, },
}
armourFamily =
{
{
name = "Amr_T1", },
{
name = "Cal_T1", },
{
name = "Gal_T1", },
{
name = "Min_T1", },
{
name = "SubSystemArmour", },
{
name = "Unarmoured", },
}
unitcapsFamily =
{
{
name = "Drone",
numParam = 1,
stringParam = "Drone", },
{
name = "Frigate",
numParam = 2,
stringParam = "Frigate", },
{
name = "Destroyer",
numParam = 3,
stringParam = "Destroyer", },
{
name = "Cruiser",
numParam = 4,
stringParam = "Cruiser", },
{
name = "Battlecruiser",
numParam = 5,
stringParam = "Battlecruiser", },
{
name = "Battleship",
numParam = 6,
stringParam = "Battleship", },
{
name = "Dreadnought",
numParam = 7,
stringParam = "Dreadnought", },
{
name = "Carrier",
numParam = 8,
stringParam = "Carrier", },
{
name = "Mothership",
numParam = 9,
stringParam = "Mothership", },
{
name = "Titan",
numParam = 10,
stringParam = "Titan", },
{
name = "Platform",
numParam = 11,
stringParam = "Platform", },
{
name = "Industrial",
numParam = 12,
stringParam = "Industrial", },
}
unitcapsShipType =
{
{
name = "MinelayerCorvette",
numParam = 11,
stringParam = "$2135", },
{
name = "Mover",
numParam = 12,
stringParam = "$2121", },
{
name = "TorpedoFrigate",
numParam = 21,
stringParam = "$2122", },
{
name = "CaptureFrigate",
numParam = 22,
stringParam = "$2123", },
{
name = "DefenseFieldFrigate",
numParam = 23,
stringParam = "$2124", },
{
name = "Destroyer",
numParam = 31,
stringParam = "$2125", },
{
name = "Carrier",
numParam = 32,
stringParam = "$2126", },
{
name = "Battlecruiser",
numParam = 33,
stringParam = "$2127", },
{
name = "Shipyard",
numParam = 34,
stringParam = "$2128", },
{
name = "Stargate",
numParam = 41,
stringParam = "Stargate", },
{
name = "ResourceCollector",
numParam = 51,
stringParam = "$2130", },
{
name = "ResourceController",
numParam = 52,
stringParam = "$2131", },
}
I would greatly appreciate any words of wisdom to help me solve this irritating problem.