Ammon Ra
10th Sep 03, 12:53 PM
Ok, i know that the lua ship files are encodded. however, i still managed to get this bunch of lines. i took this from the HGN_interceptor, but apparently there are lines that dont apply to the interceptor. Therefore the ship statistics can be done in aspreadsheet. and you can use a spreadsheet to encode another spreadsheet. so that would be the spreedsheet that we want. the sheet that can de-code the encoded lua files.
edit: i mean a matrix format. you can encode a matrix file with many othe matricies. technicly a spreadsheet is a matrix.
But still withough the de-coding spreadsheet, i gaines these lines from the interceptor:
Lua X:\Homeworld2\Data\Ship\Hgn_Interceptor\Hgn_Interceptor.ship
NewShipType
StartShipConfig
displayedName
sobDescription
maxhealth XX // max armour
regentime XX //time to regen health (?)
minRegenTime XX //min regen time
sideArmourDamage XX //apparently ships have different armour values for different sides
rearArmourDamage XX
isTransferable XX //you can transfer the ship in MP games
useEngagementRanges XX
unitCapsNumber XX
SquadronSize XX //number of ships that are build. i.e. 5 for bombers
formationSpacing XX
passiveFormation Broad
defensiveFormation Delta
aggressiveFormation Claw
mass XX //self explanatory
collisionMultiplier XX
//thrust and manouverability lines
thrusterMaxSpeed XX
mainEngineMaxSpeed XX
rotationMaxSpeed XX
thrusterAccelTime XX
thrusterBrakeTime XX
mainEngineAccelTime XX
mainEngineBrakeTime XX
rotationAccelTime XX
rotationBrakeTime XX
thrusterUsage XX
accelerationAngle XXmirrorAngle XX
secondaryTurnAngle XX
maxBankingAmount XX
descendPitch XX
goalReachEpsilon XX
slideMoveRange XX
controllerType XX
Ship XX
tumbleStaticX XX
tumbleStaticY XX
tumbleStaticZ XX
tumbleDynamicX XX
tumbleDynamicY XX
tumbleDynamicZ XX
tumbleSpecialDynamicX XX
tumbleSpecialDynamicY XX
tumbleSpecialDynamicZ XX
relativeMoveFactor XX
swayUpdateTime XX
swayOffsetRandomX XX
swayOffsetRandomY XX
swayOffsetRandomZ XX
swayBobbingFactor XX
swayRotateFactor XX
dustCloudDamageTime XX //ion cannons firing into dust/nebulae clouds do X amount of damage to this specific ship (?)
nebulaDamageTime XX //
MinimalFamilyToFindPathAround XX
//manouvers the ship does when attacking certain ships.
SuperCap XX
mirrorAboveManeuver,
ImmelMann_speedy,
OneEightyDegRightTurn,
OneEightyDegLeftTurn,
ImmelMann_speedy,
ImmelMann_speedy,
ImmelMann_speedy
mirrorBelowManeuver
Split_S_speedy,
OneEightyDegRightTurn,
OneEightyDegLeftTurn,
Split_S_speedy,
Split_S_speedy,
Split_S_speedy,
specialTurnLeftManeuver,
NinetyDegLeftTurn,
None, None,
specialTurnRightManeuver,
NinetyDegRightTurn,
None, None,
testManeuver1,
RollCW,
testManeuver2,
RollCCW,
testManeuver3,
Loop,
BuildFamily XX //
Fighter_Hgn XX
AttackFamily Fighter
DockFamily XX
AvoidanceFamily XX
Strikecraft True // ??
DisplayFamily XX
AutoFormationFamily XX
CollisionFamily XX
Small True // ??
ArmourFamily Light // Strikecraft
Unarmoured False //??
//For the ai maybe...or for other purposes
UnitCapsFamily XX
fighterValue XX
corvetteValue XX
frigateValue XX
neutralValue XX
antiFighterValue 1 //Good antifighter
antiCorvetteValue 0 // bad antivette
antiFrigateValue 0 // bad anti frigate
totalValue XX
buildCost 500
buildTime 30
buildPriorityOrder XX
retaliationRange XX //range that ship will attack others //??
retaliationDistanceFromGoal XX
visualRange XX //selfexplanetory
prmSensorRange XX //primary sensor range
secSensorRange XX //secondary sensor range Difference??
detectionStrength XX
//maybe to do with the visual agressive/passive/neutral icons over a ship
TOIcon XX
Triangle XX
TOScale XX
TODistanceFade0 XX
TODistanceDisappear0 XX
TODistanceFade1 XX
TODistanceDisappear1 XX
TODistanceFade2 XX
TODistanceDisappear2 XX
TOGroupScale XX
TOGroupMergeSize XX
mouseOverMinFadeSize XX
mouseOverMaxFadeSize XX
healthBarStyle XX //there are different HB styles!!
//Nlips
nlips XX
nlipsRange XX
nlipsFar XX
nlipsFarRange XX
SMRepresentation XX
HardDot XX
meshRenderLimit XX
dotRenderLimit XX
visibleInSecondary XX
minLOD XX
goblinsStartFade XX //goblins! run :p
goblinsOff XX
upLOD XX
downLOD XX
minimumZoomFactor XX
selectionLimit XX
preciseATILimit XX
selectionPriority XX
militaryUnit XX
addAbility XX
MoveCommand XX
//Carrier, MS, SY, BC commands only i think
CanDock True //false? Destroyers, frigates ect ??
dockTimeBetweenTwoFormations XX //build-able ships only i guess ??
dockTimeBeforeStart XX
dockNrOfShipsInDockFormation XX
dockFormation XX
dockline XX
queueFormation XX
n_delta XX
ignoreRaceWhenDocking XX
CanLaunch XX //carrier/ms/SY/BC only
launchTimeBetweenTwoFormations XX
launchTimeBeforeStart XX
launchNrOfShipsInDockFormation XX
launchFormation XX
ParadeCommand XX
WaypointMove XX
CanAttack:
Fighter, Corvette, Frigate, Utility, SmallCapitalShip, BigCapitalShip, Mothership
FlyBy_Interceptor_vs_Frigate
Flyby_Interceptor_vs_Fighter
SubSystem;
TopAttack_Interceptor_vs_Subsystem
SmallCapitalShip
Flyby_Interceptor_vs_CapShip
BigCapitalShip
Mothership
Flyby_Interceptor_vs_Mothership
ResourceLarge
Flyby_Interceptor_vs_ResourceLarge
GuardCommand
HyperspaceViaGateCommand
RetireAbility
LoadModel
StartShipWeaponConfig
Hgn_KineticAutoGun
Weapon_FrontGun
Fire
addShield
EMP // has emp ??
sobDieTime
sobSpecialDieTime
specialDeathSpeed
chanceOfSpecialDeath
deadSobFadeTime
setEngineTrail
trail_ribbon.tga XX
setEngineBurn XX
loadShipPatchList=data:sound/sfx/ship/Hiigaran/Fighter/
no the lua files arent like this. :p
i spent a few dozen minuits editing the HGN_interceptor to get this "valuable" data.
*waits for relic devs to com and bash self*:p
edit: i mean a matrix format. you can encode a matrix file with many othe matricies. technicly a spreadsheet is a matrix.
But still withough the de-coding spreadsheet, i gaines these lines from the interceptor:
Lua X:\Homeworld2\Data\Ship\Hgn_Interceptor\Hgn_Interceptor.ship
NewShipType
StartShipConfig
displayedName
sobDescription
maxhealth XX // max armour
regentime XX //time to regen health (?)
minRegenTime XX //min regen time
sideArmourDamage XX //apparently ships have different armour values for different sides
rearArmourDamage XX
isTransferable XX //you can transfer the ship in MP games
useEngagementRanges XX
unitCapsNumber XX
SquadronSize XX //number of ships that are build. i.e. 5 for bombers
formationSpacing XX
passiveFormation Broad
defensiveFormation Delta
aggressiveFormation Claw
mass XX //self explanatory
collisionMultiplier XX
//thrust and manouverability lines
thrusterMaxSpeed XX
mainEngineMaxSpeed XX
rotationMaxSpeed XX
thrusterAccelTime XX
thrusterBrakeTime XX
mainEngineAccelTime XX
mainEngineBrakeTime XX
rotationAccelTime XX
rotationBrakeTime XX
thrusterUsage XX
accelerationAngle XXmirrorAngle XX
secondaryTurnAngle XX
maxBankingAmount XX
descendPitch XX
goalReachEpsilon XX
slideMoveRange XX
controllerType XX
Ship XX
tumbleStaticX XX
tumbleStaticY XX
tumbleStaticZ XX
tumbleDynamicX XX
tumbleDynamicY XX
tumbleDynamicZ XX
tumbleSpecialDynamicX XX
tumbleSpecialDynamicY XX
tumbleSpecialDynamicZ XX
relativeMoveFactor XX
swayUpdateTime XX
swayOffsetRandomX XX
swayOffsetRandomY XX
swayOffsetRandomZ XX
swayBobbingFactor XX
swayRotateFactor XX
dustCloudDamageTime XX //ion cannons firing into dust/nebulae clouds do X amount of damage to this specific ship (?)
nebulaDamageTime XX //
MinimalFamilyToFindPathAround XX
//manouvers the ship does when attacking certain ships.
SuperCap XX
mirrorAboveManeuver,
ImmelMann_speedy,
OneEightyDegRightTurn,
OneEightyDegLeftTurn,
ImmelMann_speedy,
ImmelMann_speedy,
ImmelMann_speedy
mirrorBelowManeuver
Split_S_speedy,
OneEightyDegRightTurn,
OneEightyDegLeftTurn,
Split_S_speedy,
Split_S_speedy,
Split_S_speedy,
specialTurnLeftManeuver,
NinetyDegLeftTurn,
None, None,
specialTurnRightManeuver,
NinetyDegRightTurn,
None, None,
testManeuver1,
RollCW,
testManeuver2,
RollCCW,
testManeuver3,
Loop,
BuildFamily XX //
Fighter_Hgn XX
AttackFamily Fighter
DockFamily XX
AvoidanceFamily XX
Strikecraft True // ??
DisplayFamily XX
AutoFormationFamily XX
CollisionFamily XX
Small True // ??
ArmourFamily Light // Strikecraft
Unarmoured False //??
//For the ai maybe...or for other purposes
UnitCapsFamily XX
fighterValue XX
corvetteValue XX
frigateValue XX
neutralValue XX
antiFighterValue 1 //Good antifighter
antiCorvetteValue 0 // bad antivette
antiFrigateValue 0 // bad anti frigate
totalValue XX
buildCost 500
buildTime 30
buildPriorityOrder XX
retaliationRange XX //range that ship will attack others //??
retaliationDistanceFromGoal XX
visualRange XX //selfexplanetory
prmSensorRange XX //primary sensor range
secSensorRange XX //secondary sensor range Difference??
detectionStrength XX
//maybe to do with the visual agressive/passive/neutral icons over a ship
TOIcon XX
Triangle XX
TOScale XX
TODistanceFade0 XX
TODistanceDisappear0 XX
TODistanceFade1 XX
TODistanceDisappear1 XX
TODistanceFade2 XX
TODistanceDisappear2 XX
TOGroupScale XX
TOGroupMergeSize XX
mouseOverMinFadeSize XX
mouseOverMaxFadeSize XX
healthBarStyle XX //there are different HB styles!!
//Nlips
nlips XX
nlipsRange XX
nlipsFar XX
nlipsFarRange XX
SMRepresentation XX
HardDot XX
meshRenderLimit XX
dotRenderLimit XX
visibleInSecondary XX
minLOD XX
goblinsStartFade XX //goblins! run :p
goblinsOff XX
upLOD XX
downLOD XX
minimumZoomFactor XX
selectionLimit XX
preciseATILimit XX
selectionPriority XX
militaryUnit XX
addAbility XX
MoveCommand XX
//Carrier, MS, SY, BC commands only i think
CanDock True //false? Destroyers, frigates ect ??
dockTimeBetweenTwoFormations XX //build-able ships only i guess ??
dockTimeBeforeStart XX
dockNrOfShipsInDockFormation XX
dockFormation XX
dockline XX
queueFormation XX
n_delta XX
ignoreRaceWhenDocking XX
CanLaunch XX //carrier/ms/SY/BC only
launchTimeBetweenTwoFormations XX
launchTimeBeforeStart XX
launchNrOfShipsInDockFormation XX
launchFormation XX
ParadeCommand XX
WaypointMove XX
CanAttack:
Fighter, Corvette, Frigate, Utility, SmallCapitalShip, BigCapitalShip, Mothership
FlyBy_Interceptor_vs_Frigate
Flyby_Interceptor_vs_Fighter
SubSystem;
TopAttack_Interceptor_vs_Subsystem
SmallCapitalShip
Flyby_Interceptor_vs_CapShip
BigCapitalShip
Mothership
Flyby_Interceptor_vs_Mothership
ResourceLarge
Flyby_Interceptor_vs_ResourceLarge
GuardCommand
HyperspaceViaGateCommand
RetireAbility
LoadModel
StartShipWeaponConfig
Hgn_KineticAutoGun
Weapon_FrontGun
Fire
addShield
EMP // has emp ??
sobDieTime
sobSpecialDieTime
specialDeathSpeed
chanceOfSpecialDeath
deadSobFadeTime
setEngineTrail
trail_ribbon.tga XX
setEngineBurn XX
loadShipPatchList=data:sound/sfx/ship/Hiigaran/Fighter/
no the lua files arent like this. :p
i spent a few dozen minuits editing the HGN_interceptor to get this "valuable" data.
*waits for relic devs to com and bash self*:p