Ship Order - HWRM/KarosGraveyard GitHub Wiki

When in doubt use this order for variables and functions in .ship files. Other arrangements may result in crashes.

  • displayedName = <sShipName>

  • sobDescription = <sDescription>

  • maxhealth = <iHealth>

  • regentime = <fTime>

  • minRegenTime = <fTime>

  • sideArmourDamage = <fMultiplier>

  • rearArmourDamage = <fMultiplier>

  • setTacticsMults()

  • setSpeedvsAccuracyApplied()

  • isTransferable = <bFlag>

  • SquadronSize = <iSize>

  • buildBatch = <iValue>

  • formationSpacing = <fDistance>

  • batchFormation = <sStrikegroup>

  • addedUnitCaps = <iUnitCapsNumber> no longer used

  • paradeData = <sName>

  • defaultROE = <sROE>

  • defaultStance = <sStance>

  • holdSlots

  • mass = <fMass>

  • collisionMultiplier = <fMultiplier>

  • mainEngineMaxSpeed = <fSpeed>

  • rotationMaxSpeed = <fSpeed>

  • thrusterAccelTime = <fTime>

  • thrusterBrakeTime = <fTime>

  • mainEngineAccelTime = <fTime>

  • mainEngineBrakeTime = <fTime>

  • rotationAccelTime = <fTime>

  • rotationBrakeTime = <fTime>

  • accelerationAngle = <fAngle>

  • mirrorAngle = <fAngle>

  • secondaryTurnAngle = <fAngle>

  • maxBankingAmount = <fAngle>

  • descendPitch = <fAngle>

  • goalReachEpsilon = <fDistance>

  • slideMoveRange = <iRange>

  • controllerType = <sControllerType>

  • tumbleStaticX = <fAmount>

  • tumbleStaticY = <fAmount>

  • tumbleStaticZ = <fAmount>

  • tumbleDynamicX = <fAmount>

  • tumbleDynamicY = <fAmount>

  • tumbleDynamicZ = <fAmount>

  • tumbleSpecialDynamicX = <fAmount>

  • tumbleSpecialDynamicY = <fAmount>

  • tumbleSpecialDynamicZ = <fAmount>

  • relativeMoveFactor = <fMultiplier>

  • swayUpdateTime = <fTime>

  • swayOffsetRandomX = <fAmount>

  • swayOffsetRandomY = <fAmount>

  • swayOffsetRandomZ = <fAmount>

  • swayBobbingFactor = <fAmount>

  • swayRotateFactor = <fAmount>

  • setTargetBox()

  • NewShipType.useLayoutBounds=1

  • NewShipType.layoutBoundX=200

  • NewShipType.layoutBoundY=1250

  • NewShipType.layoutBoundZ=280

  • NewShipType.layoutCenterX=0

  • NewShipType.layoutCenterY=0

  • NewShipType.layoutCenterZ=20

  • dustCloudDamageTime = <fTime>

  • nebulaDamageTime = <fTime>

  • MinimalFamilyToFindPathAround = <sFamilyName>

  • mirrorAboveManeuver = <sManeuverName>

  • mirrorBelowManeuver = <sManeuverName>

  • NewShipType.specialTurnLeftManeuver="EmergencyLeftTurn, NinetyDegLeftTurn, None"

  • NewShipType.specialTurnRightManeuver="EmergencyRightTurn, NinetyDegRightTurn, None"

  • BuildFamily = <sBuildFamilyName>

  • AttackFamily = <sAttackFamilyName>

  • DockFamily = <sDockFamilyName>

  • AvoidanceFamily = <sAvoidanceFamilyName>

  • DisplayFamily = <sDisplayFamilyName>

  • AutoFormationFamily = <sAutoFormationFamilyName>

  • CollisionFamily = <sCollisionFamilyName>

  • ArmourFamily = <sArmuorFamilyName>

  • NewShipType.CombatFamily="Fighter_Lance"

  • `setSupplyValue()

  • NewShipType.AttackPriorityMultiplier=0.96

  • fighterValue = <fAmount>

  • corvetteValue = <fAmount>

  • frigateValue = <fAmount>

  • neutralValue = <fAmount>

  • antiFighterValue = <fAmount>

  • antiCorvetteValue = <fAmount>

  • antiFrigateValue = <fAmount>

  • totalValue = <fAmount>

  • buildCost = <iCost>

  • buildTime = <fTime>

  • buildPriorityOrder = <iOrder>

  • retaliationRange = <fRange>

  • retaliationDistanceFromGoal = <fDistance>

  • visualRange = <fRange>

  • prmSensorRange = <fRange>

  • secSensorRange = <fRange>

  • detectionStrength = <fStrength>

  • TOIcon = <sIconName>

  • TOScale = <fScale>

  • TODistanceFade0 = <fDistance>

  • TODistanceDisappear0 = <fDistance>

  • TODistanceFade1 = <fDistance>

  • TODistanceDisappear1 = <fDistance>

  • TODistanceFade2 = <fDistance>

  • TODistanceDisappear2 = <fDistance>

  • TOGroupScale = <fScale>

  • TOGroupMergeSize = <fSize>

  • mouseOverMinFadeSize = <fSize>

  • mouseOverMaxFadeSize = <fSize>

  • healthBarStyle = <iStyle>

  • nlips = <fScale>

  • nlipsRange = <fRange>

  • nlipsFar = <fRange>

  • nlipsFarRange = <fRange>

  • SMRepresentation = <sRepresentation>

  • NewShipType.pixelSize=2.5

  • NewShipType.pixelColour={0.69411, 0.545, 0.41176, 1.0}

  • NewShipType.SMFadeDistance = 150000

  • NewShipType.SMFadeMinAlpha = 0.1

  • NewShipType.SMPixelSize = 2.5

  • AlwaysInRenderList = <bAlways>

  • meshRenderLimit = <fDistance>

  • dotRenderLimit = <fDistance>

  • visibleInSecondary = <bVisible>

  • minLOD = <fLevel>

  • goblinsStartFade = <fDistance>

  • goblinsOff = <fDistance>

  • upLOD = <nDistance>

  • downLOD = <nDistance>

  • minimumZoomFactor = <fFactor>

  • selectionLimit = <fRange>

  • preciseSelectionLimit = <fRange>

  • preciseATILimit = <fRange>

  • selectionPriority = <iPriority>

  • militaryUnit = <bIsMilitary>

  • canBlink = <bEnable>: Can Blink in Sensors Manager.

  • NewShipType.shadowType=2

  • alternativeHyperspaceV = <sHyperspaceVisual>: Hyperspace visual effect file override.

  • alternativeHyperspaceA = <sHyperspaceSound>: Hyperspace audio effect file override.

  • alternativeHyperspaceTime = <fHyperspaceTime>: Hyperspace effect duration override.

  • NewShipType.blobName="$1575"

  • blobNamePriority = <iPriority>

  • SMHighlightDistMin = <fDistance>

  • SMHighlightDistMax = <fDistance>

  • nbRestrictedHardpoints = <iNumberOfHardpoints>

  • addAbility(NewShipType,"MoveCommand",1,0)

  • addAbility(NewShipType,"CanDock",1,1)

  • dockTimeBetweenTwoFormations = <fTime>

  • dockTimeBeforeStart = <fTime>

  • dockNrOfShipsInDockFormation = <iNumberOfShips>

  • dockFormation = <sFormationName>

  • queueFormation = <sFormationName>

  • dontDockWithOtherRaceShips = <bEnable>

  • ignoreRaceWhenDocking = <bEnable>

  • addAbility(NewShipType,"CanLaunch")

  • launchTimeBetweenTwoFormations = <fTime>

  • launchTimeBeforeStart = <fTime>

  • launchNrOfShipsInDockFormation = <iNumberOfShips>

  • launchFormation = <sFormationName>

  • addAbility(NewShipType,"ParadeCommand",1)

  • addAbility(NewShipType,"WaypointMove")

  • addAbility(NewShipType,"CanAttack"...)

  • addAbility(NewShipType,"GuardCommand",1,3000,500)

  • addAbility(NewShipType,"HyperspaceViaGateCommand",1,3,1,0.3)

  • addAbility(NewShipType,"RetireAbility",1,0)

  • LoadModel(NewShipType,1)

  • NewShipType.canJoinStrikeGroup=0

  • StartShipWeaponConfig()

  • addShield()

  • StartShipHardPointConfig()

  • SpawnSalvageOnDeath()

  • NewShipType.battleScarCoverage=2

  • NewShipType.battleScarBudgetLow = 400

  • NewShipType.battleScarBudgetNext = 600

  • sobDieTime = <fTime>

  • sobSpecialDieTime = <fTime>

  • specialDeathSpeed = <fSpeed>

  • chanceOfSpecialDeath = <fChance>

  • deadSobFadeTime = <fMultiplier>

  • shipHoldActive = <bEnable>

  • NewShipType.trailLinger=3

  • NewShipType.normalCollisionDamageMultiplier = 2

  • setEngineTrail()

  • setEngineBurn()

  • setEngineGlow()

  • loadShipPatchList()

  • NewShipType.allowScuttle=0

  • NewShipType.minFalloffDamageDist=1450

  • NewShipType.maxFalloffDamageDist=1450*1.5

  • NewShipType.maxFalloffScuttleDamageDist=1450*3

  • NewShipType.explosiveScuttleDamageOnDeath=3302*3

  • NewShipType.maxFalloffForce=500*10

  • NewShipType.explosiveDamageOnDeath=660*3

  • NewShipType.agileFlight=1

  • NewShipType.canRetireSubSystems=1

  • NewShipType.canSurround=1

  • NewShipType.hideNormalAttackUICooldown=1

  • NewShipType.homingDelay=0.5

  • NewShipType.homingDistance=2000

  • NewShipType.noCombatGrouping=1

  • NewShipType.radiusDamageEvadeMod=1.1

  • NewShipType.strikeGroupRadius=350

  • NewShipType.strikeGroupSpeed=5000

  • NewShipType.unavailableWhenCaptured=1

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