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Post by zatch on Jun 1, 2006 21:36:45 GMT
I was referring to my program, Ship-Script in that post. Here's the Armaggedon though: NewShipType = StartShipConfig() NewShipType.displayedName = "Armageddon" NewShipType.sobDescription = "Battleship - Laser Platform" NewShipType.maxhealth = 7750 NewShipType.regentime = 1500 NewShipType.minRegenTime = 1500 NewShipType.sideArmourDamage = 1 NewShipType.rearArmourDamage = 1 NewShipType.isTransferable = 0 NewShipType.useEngagementRanges = 1 NewShipType.unitCapsNumber = 4 NewShipType.SquadronSize = 1 NewShipType.passiveFormation = "Spear" NewShipType.defensiveFormation = "x" NewShipType.aggressiveFormation = "Claw" NewShipType.mass = 105000 NewShipType.collisionMultiplier = 1 NewShipType.thrusterMaxSpeed = 120 NewShipType.mainEngineMaxSpeed = 120 NewShipType.rotationMaxSpeed = 20 NewShipType.thrusterAccelTime = 6 NewShipType.thrusterBrakeTime = 2 NewShipType.mainEngineAccelTime = 6 NewShipType.mainEngineBrakeTime = 2 NewShipType.rotationAccelTime = 0.5 NewShipType.rotationBrakeTime = 0.3 NewShipType.thrusterUsage = 1 NewShipType.accelerationAngle = 30 NewShipType.mirrorAngle = 0 NewShipType.secondaryTurnAngle = 0 NewShipType.maxBankingAmount = 20 NewShipType.descendPitch = 10 NewShipType.goalReachEpsilon = 25 NewShipType.slideMoveRange = 100 NewShipType.controllerType = "Ship" NewShipType.tumbleStaticX = 10 NewShipType.tumbleStaticY = 20 NewShipType.tumbleStaticZ = 5 NewShipType.tumbleDynamicX = 2 NewShipType.tumbleDynamicY = 10 NewShipType.tumbleDynamicZ = 5 NewShipType.tumbleSpecialDynamicX = 2 NewShipType.tumbleSpecialDynamicY = 10 NewShipType.tumbleSpecialDynamicZ = 5 NewShipType.relativeMoveFactor = 1 NewShipType.swayUpdateTime = 6 NewShipType.swayOffsetRandomX = 10 NewShipType.swayOffsetRandomY = 10 NewShipType.swayOffsetRandomZ = 10 NewShipType.swayBobbingFactor = 0 NewShipType.swayRotateFactor = 0 NewShipType.useTargetRandom = 1 NewShipType.targetRandomPointXMin = -0.15 NewShipType.targetRandomPointXMax = 0.33 NewShipType.targetRandomPointYMin = -0.3 NewShipType.targetRandomPointYMax = 0.5 NewShipType.targetRandomPointZMin = -0.7 NewShipType.targetRandomPointZMax = 0.8 NewShipType.dustCloudDamageTime = 160 NewShipType.nebulaDamageTime = 300 NewShipType.MinimalFamilyToFindPathAround = "MotherShip" NewShipType.BuildFamily = "Battlecruiser_Hgn" NewShipType.AttackFamily = "BigCapitalShip" NewShipType.DockFamily = "BattleCruiser" NewShipType.AvoidanceFamily = "BattleCruiser" NewShipType.DisplayFamily = "Capital" NewShipType.AutoFormationFamily = "CapShip" NewShipType.CollisionFamily = "Big" NewShipType.ArmourFamily = "HeavyArmour" NewShipType.UnitCapsFamily = "Capital" NewShipType.UnitCapsShipType = "Battlecruiser" NewShipType.fighterValue = 0 NewShipType.corvetteValue = 0 NewShipType.frigateValue = 40 NewShipType.neutralValue = 10 NewShipType.antiFighterValue = 0 NewShipType.antiCorvetteValue = 0 NewShipType.antiFrigateValue = 30 NewShipType.totalValue = 50 NewShipType.buildCost = 2000 NewShipType.buildTime = 165 NewShipType.buildPriorityOrder = 20 NewShipType.retaliationRange = 70000 NewShipType.retaliationDistanceFromGoal = 48000 NewShipType.visualRange = 65000 NewShipType.prmSensorRange = 65000 NewShipType.secSensorRange = 65000 NewShipType.detectionStrength = 1 NewShipType.TOIcon = "Parallelogram" NewShipType.TOScale = 1 NewShipType.TODistanceFade0 = 11000 NewShipType.TODistanceDisappear0 = 9000 NewShipType.TODistanceFade1 = 5500 NewShipType.TODistanceDisappear1 = 5000 NewShipType.TODistanceFade2 = 12000 NewShipType.TODistanceDisappear2 = 35000 NewShipType.TOGroupScale = 1 NewShipType.TOGroupMergeSize = 0 NewShipType.mouseOverMinFadeSize = 0.045 NewShipType.mouseOverMaxFadeSize = 0.1 NewShipType.healthBarStyle = 2 NewShipType.nlips = 0.00007 NewShipType.nlipsRange = 6000 NewShipType.nlipsFar = 0.000013 NewShipType.nlipsFarRange = 10000 NewShipType.SMRepresentation = "Mesh" NewShipType.meshRenderLimit = 15600 NewShipType.dotRenderLimit = 10 NewShipType.visibleInSecondary = 1 NewShipType.minLOD = 0.25 NewShipType.goblinsStartFade = 2000 NewShipType.goblinsOff = 2000 NewShipType.minimumZoomFactor = 0.5 NewShipType.selectionLimit = 150000 NewShipType.preciseATILimit = 0 NewShipType.selectionPriority = 75 NewShipType.militaryUnit = 1 NewShipType.SMHighlightDistMin = 15000 NewShipType.SMHighlightDistMax = 25000 addAbility(NewShipType, "MoveCommand", 1, 0) addAbility(NewShipType, "CanDock", 0, 0) NewShipType.dockTimeBetweenTwoFormations = 1 NewShipType.dockTimeBeforeStart = 2 NewShipType.dockNrOfShipsInDockFormation = 1 NewShipType.dockFormation = "delta" NewShipType.queueFormation = "dockline" NewShipType.dontDockWithOtherRaceShips = 1 NewShipType.ignoreRaceWhenDocking = 0 addAbility(NewShipType, "CanLaunch") NewShipType.launchTimeBetweenTwoFormations = 1 NewShipType.launchTimeBeforeStart = 2 NewShipType.launchNrOfShipsInDockFormation = 1 NewShipType.launchFormation = "delta" addAbility(NewShipType, "ParadeCommand", 1) addAbility(NewShipType, "WaypointMove") addAbility(NewShipType, "HyperSpaceCommand", 0, 2, 400, 800, 0, 3) addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.5, "Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter,", "BroadSide", { Fighter = "MoveToTargetAndShoot", }, { Corvette = "MoveToTargetAndShoot", }, { Munition = "MoveToTargetAndShoot", }, { SubSystem = "MoveToTargetAndShoot", }) addAbility(NewShipType, "GuardCommand", 1, 3000, 800) addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3) addAbility(NewShipType, "CanBeCaptured", 90, 0.5) addAbility(NewShipType, "CanBeRepaired") addAbility(NewShipType, "RetireAbility", 1, 1) LoadModel(NewShipType, 1) addShield(NewShipType, "EMP", 1000, 20) StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_Bottom1", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_Bottom2", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_Top1", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_Top2", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_L1", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_L2", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_L3", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_L4", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_L5", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_R1", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_R2", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_R3", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_R4", "") StartShipWeaponConfig(NewShipType, "Ama_MegaPulse", "Weapon_R5", "") SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg03", 1, 0.75, 0, 0, 0, 50, 0, 0, 0, 200, 0, 0, 0, 50, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg02", 1, 0.05, 30, -20, 200, 25, 300, 150, 85, 50, 0, 0, 0, 85, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg04", 1, 0.05, 50, 40, -150, 50, 65, 25, 5, 25, 0, 0, 0, 95, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg05", 1, 0.05, 25, 10, -100, 30, 35, 75, 62, 75, 0, 0, 0, 80, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg01", 1, 0.05, 60, 30, 150, 25, 35, 125, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml01", 1, 0.01, 80, 125, 60, 75, 125, 80, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml02", 1, 0.01, 25, 0, -125, 50, 80, 35, 120, 75, 0, 0, 0, 60, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml03", 1, 0.01, 60, 95, 200, 50, 15, 200, 20, 125, 0, 0, 0, 60, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml04", 1, 0.01, 10, 60, -300, 25, 35, 80, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50) SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml05", 1, 0.01, 60, 10, 30, 75, 35, 25, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50) NewShipType.battleScarMaxTriBase = 150 NewShipType.battleScarMaxTriInc = 200 NewShipType.sobDieTime = 3.5 NewShipType.sobSpecialDieTime = 1 NewShipType.specialDeathSpeed = 40 NewShipType.chanceOfSpecialDeath = 0 NewShipType.deadSobFadeTime = 0.1 NewShipType.trailLinger = 3 setEngineTrail(NewShipType, 0, 2, "trail_ribbon.tga", 0.1, 0.5, 0.025, 6) setEngineTrail(NewShipType, 1, 2, "trail_ribbon.tga", 0.1, 0.5, 0.025, 6) setEngineTrail(NewShipType, 2, 2, "trail_ribbon.tga", 0.1, 0.5, 0.025, 6) setEngineBurn(NewShipType, 7, 0.5, 1, 15, 0, 0.7, 0.1, 150) loadShipPatchList(NewShipType, "data:sound/sfx/ship/Hiigaran/Carrier/", 0, "Engines/HDestroyerEng", "", 1, "Ambience/HDestroyerAmb", "") That's not how it would have looked when I was finished with it, though. It still includes the stock HW2 families, the stats aren't completely finished, etc... I probably won't need help with the ship scripts, but I'd more than gladly provide a run-down of the basic ship script layout (as well as weapon scripts and the fx LUAs.) Once I finish that program life will get a little easier. Class time, back in a couple hours (and then I'm free until Monday!)
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