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Weylin
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« on: April 20, 2009, 02:56:53 AM » |
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Can anyone take a glance through this and tell me what I'm doing wrong here?
Alot of it is incomplete at the moment, but I plan to change some of it around once I figure out whats holding it up.
Some data is removed because of the character limit.
game data { * name value * ------------------ year 3015 players 50 robots 32 AI_level high laser_defense off max_acc 50 light_speed 250 ship_g 50 planet_g 0 debris_count 4 extra_colonies 12 offensive_factor 150 loyalty_cycle 1800 powerup_action level+30% balance off max_balance_gap 3 starbase_damage 20 starbase_popdamage 85 AI_vanish_wait 60 AI_maxaway_distance 3000 AI_blowup_timer 300 laser_equip_mode 0 players 50 robots 32 name "Star Wars" desc "The mod formerly developed by Anaxis, now rebuilt for 1.3.4.1" }
ship bitmaps { * class race name file nF Sz seqT tc alpha * ----------------------------------------------------------------------- ship Empire TIE-F wsw-tiefig 36 32 spin 0 100 ship Empire TIE-I wsw-tieint 36 32 spin 0 100 ship Empire TIE-B wsw-tiebom 36 32 spin 0 100 ship Empire Destroyer wsw-destroyer 36 64 spin 0 100 ship Rebel A-Wing wsw-awing 36 32 spin 0 100 ship Rebel X-Wing wsw-xwing 36 32 spin 0 100 ship Rebel Y-Wing wsw-ywing 36 32 spin 0 100 ship Rebel Cruiser wsw-cruiser 36 64 spin 0 100 ship Neutral Skyhopper wsw-hopper 36 40 spin 0 100 ship Neutral Outrider wsw-outrider 36 40 spin 0 100 ship Neutral Falcon wsw-falcon 36 40 spin 0 100 ship Neutral Tradepost wsw-post 36 80 spin 0 100 }
missile bitmaps { * class race name file nF Sz seqT tc alpha * ----------------------------------------------------------------------- missile All Concussion wsw-concussion 8 8 spin 0 100 missile All ProtonTorp wsw-protont 36 8 spin 0 100 missile All ProtonBomb wsw-protonb 1 8 time 0 100 missile Empire SmallLaser wsw-laser1 36 5 spin 0 100 missile Empire LargeLaser wsw-laser2 36 5 spin 0 100 missile Rebel SmallBlaster wsw-blaster1 36 5 spin 0 100 missile Rebel LargeBlaster wsw-blaster2 36 5 spin 0 100 missile Neutral SmallGun wsw-blaster1 36 5 spin 0 100 missile Neutral SmallGun wsw-blaster2 36 5 spin 0 100 }
explosion bitmaps { * class race name file nF Sz seqT tc alpha * ----------------------------------------------------------------------- explosion all Small sf-exp16-n 22 16 terminal 100 100 explosion all Medium sf-exp32-n 22 32 terminal 100 100 explosion all Large sf-exp64-n 30 64 terminal 100 100 explosion all Huge sf-exp128-n 30 128 terminal 100 100 explosion all DebrisTrans sf-exp-db 5 16 terminal 0 100 }
trail bitmaps { * class race name file nF Sz seqT tc alpha * ----------------------------------------------------------------------- trail all mtraily sf-m-tra1 19 12 terminal 100 100 trail all mtrailb sf-m-tra2 19 14 terminal 100 100 }
planet bitmaps { * class race name file nF Sz seqT tc gamma * ----------------------------------------------------------------------- Planet all Mercury sfm-mercury 1 80 stationary 6 100 Planet all Venus sfm-venus 1 128 stationary 8 100 Planet all Earth sfm-earth 1 128 stationary 0 100 Moon all Luna sfm-luna 1 56 stationary 5 100 Planet all Mars sfm-mars 1 96 stationary 5 100 Planet all Jupiter sfm-jupiter 1 256 stationary 10 100 Asteroid all Ceres sfm-ceres 1 48 stationary 0 100 Moon all Callisto sfm-callisto 1 80 stationary 8 100 Moon all Europa sfm-europa 1 56 stationary 8 100 Moon all Ganymede sfm-ganymede 1 80 stationary 4 100 Moon all Io sfm-io 1 64 stationary 8 100 Planet all Saturn sfm-saturn 1 240 stationary 0 100 Moon all Titan sfm-titan 1 80 stationary 3 100 Moon all Rhea sfm-rhea 1 56 stationary 5 100 Planet all Uranus sfm-uranus 1 208 stationary 5 100 Moon all Oberon sfm-oberon 1 64 stationary 2 100 Moon all Titania sfm-titania 1 64 stationary 2 100 Moon all Umbriel sfm-umbriel 1 48 stationary 2 100 Moon all Ariel sfm-ariel 1 48 stationary 2 100 Moon all Miranda sfm-miranda 1 32 stationary 2 100 Planet all Neptune sfm-neptune 1 208 stationary 8 100 Moon all Triton sfm-triton 1 80 stationary 12 100 Planet all Pluto sfm-pluto 1 56 stationary 0 100 Moon all Charon sfm-charon 1 28 stationary 0 100 Moon all Hydra sfm-hydra 72 16 time 0 100 Moon all Nix sfm-nix 72 8 time 0 100 Sun all Sun sf-y-nsun 1 384 stationary 0 100 Asteroid all Aster1 sf-Aster1 72 56 time 0 100 Asteroid all Aster2 sf-aster2 72 48 time 0 100 Asteroid all Aster3 sf-aster3 72 50 time 0 100 Asteroid all Aster4 sf-aster4 72 50 time 0 100 }
colony bitmaps { * class race name file nF Sz seqT tc gamma * ----------------------------------------------------------------------- colony all Minor sf-t-mnr 7 24 atime 0 100 colony all Major sf-t-mjr 8 32 atime 0 100 }
transition bitmaps { * class race name file nF Sz seqT tc gamma * ----------------------------------------------------------------------- Warp all Into wsw-warpin 20 100 transitional 50 100 Warp all Outof wsw-warpout 20 100 transitional 50 100 }
miscellaneous bitmaps { * class race name file nF Sz seqT tc gamma * ----------------------------------------------------------------------- MainWindow all Debris sf-deb 6 5 stationary 0 100 MainWindow all Background sf-ui 1 1024 stationary 0 100 MainWindow all Background2 sf-back 1 1024 stationary 0 100 MainWindow all LeftPanel sf-lpanel 1 128 stationary 0 100 VideoWindow all Video sf-vid 1 200 stationary 0 100 Halftone all Halftone sf-halftone 8 128 stationary 0 100 MapWindow all Map sf-map 1 400 stationary 0 100 ChatWindow all Chat sf-chat 1 200 stationary 0 100 ChatWindow all Scroll sf-scroll 3 16 stationary 0 100 MainWindow all Shield sf-shld32 6 40 stationary 64 100 MainWindow all Shield sf-shld36 6 44 stationary 64 100 MainWindow all Shield sf-shld40 6 48 stationary 64 100 MainWindow all Shield sf-shld48 6 56 stationary 64 100 MainWindow all Shield sf-shld56 6 64 stationary 64 100 MainWindow all Shield sf-shld64 6 72 stationary 64 100 MainWindow all Shield sf-shld80 6 88 stationary 64 100 }
debris bitmaps { * class race name file nF Sz seqT tc gamma * ----------------------------------------------------------------------- debris Empire ShipDebris sf-t-db1 20 16 time 0 100 debris Empire ShipDebris sf-t-db2 20 16 time 0 100 debris Empire ShipDebris sf-t-db3 20 16 time 0 100 debris Empire ShipDebris sf-t-db4 20 16 time 0 100 debris Rebel ShipDebris sf-t-db1 20 16 time 0 100 debris Rebel ShipDebris sf-t-db2 20 16 time 0 100 debris Rebel ShipDebris sf-t-db3 20 16 time 0 100 debris Rebel ShipDebris sf-t-db4 20 16 time 0 100 debris Neutral ShipDebris sf-t-db1 20 16 time 0 100 debris Neutral ShipDebris sf-t-db2 20 16 time 0 100 debris Neutral ShipDebris sf-t-db3 20 16 time 0 100 debris Neutral ShipDebris sf-t-db4 20 16 time 0 100 }
sound events { * name sound index/name * -------------------------------------------- push_button1 button1 push_button2 button2 push_button3 button3 klaxon klaxon ping radar orbit colonize fail_to_conquer colonize supplement_colony colonize conquer_colony colonize colonize colonize successful_docking tractor player_promoted colonize acquire_target colonize2 distress_call colonize pickup_colony colonize disengaging_from_dock colonize revolution colonize defection colonize planet_surrenders colonize upgrade colonize free_colony_spawned colonize captured_by_enemy colonize capture_enemy colonize player_logon welcome player_logoff goodbye }
race data { * name id home dt debstart aipop temp atmP grav bonus col% condition * ----------------------------------------------------------------------------------------- Empire 0 Titan 20 0 10 300 1.00 1.0 5000 80 "hold (Mercury,Venus,Earth,Luna,Mars,Callisto,Io,Ganymede,Europa,Titan,Rhea,Phobos,Deimos) planets for 5 minutes" Rebel 1 Earth 20 1* 10 300 1.00 1.0 5000 80 "hold (Mercury,Venus,Earth,Luna,Mars,Callisto,Io,Ganymede,Europa,Titan,Rhea,Phobos,Deimos) planets for 5 minutes" Neutral 2 Mars 20 2* 10 300 1.00 1.0 5000 80 "hold (Mercury,Venus,Earth,Luna,Mars,Callisto,Io,Ganymede,Europa,Titan,Rhea,Phobos,Deimos) planets for 5 minutes" }
colony designs { * expl expl number * max bmp bmp sound of * Class name spd index index index id race Vol slots modules * ---------------------------------------------------------------------------------------------------------- Empire Outpost .01 Minor 3 sexplode 0001 0 25000 7 (01003,02002,04001*0*1*35) Empire Minor .01 Minor 3 sexplode 0002 0 25000 7 (01003,02002,04001*0*1*35) Empire Major .01 Major 3 sexplode 0003 0 25000 7 (01003,02002,04001*0*1*35) Rebel Outpost .01 Minor 3 sexplode 1001 1 25000 7 (11003,12002,14001*0*1*35) Rebel Minor .01 Minor 3 sexplode 1002 1 25000 7 (11003,12002,14001*0*1*35) Rebel Major .01 Major 3 sexplode 1003 1 25000 7 (11003,12002,14001*0*1*35) Neutral Outpost .01 Minor 3 sexplode 2001 2 25000 7 (21003,22002,24001*0*1*35) Neutral Minor .01 Minor 3 sexplode 2002 2 25000 7 (21003,22002,24001*0*1*35) Neutral Major .01 Major 3 sexplode 2003 2 25000 7 (21003,22002,24001*0*1*35) }
ship designs { * expl expl num * rank max bmp bmp sound ship race module * class name ro needed speed index index index id id vol slots modules * -------------------------------------------------------------------------------------------------------- Empire TIE-F 0 0 .70 TIE-F 3 sexplode 0000 0 5000 12 (01000,02000,04001*4*6*0,04001*32*6*0) Rebel A-Wing 0 0 .80 A-Wing 3 sexplode 1000 1 5000 12 (11000,12000,14001*4*6*0,14001*32*6*0) Neutral Skyhopper 0 0 .65 Skyhopper 3 sexplode 2000 2 5000 12 (21000,22000,24001*4*6*0,24001*32*6*0) }
missile designs { * class name warhead speedf type trigger seekv seekr push vrtx cam trail speedm bmp expb exps idW idR Vol Mod * -------------------------------------------------------------------------------------------------------- Empire LgtLaser 100 1.00 dumb impact 0 0 100 0 n (none) 3.00 * Small explode 0001 0 1000 1 (08001) Rebel LBlaster 100 1.00 dumb impact 0 0 100 0 n (none) 3.00 * Small explode 1001 1 1000 1 (18001) Neutral LCannon 100 1.00 dumb impact 0 0 100 0 n (none) 3.00 * Small explode 2001 2 1000 1 (28001) }
module data { * class name vol mass power damage sound sound function*params id * ----------------------------------------------------------------------------------------------------------- Empire TIE-Fhull 100 50 500 450 none none power*50 01000 Empire TIE-Ihull 200 50 500 650 none none power*50 01001 Empire TIE-Bhull 300 50 500 850 none none power*50 01002 Empire CapHull 2000 12000 500 12000 none none power*50 01003 Empire IonEngine 50 -5 100 5 thrust2 none eng*360 02000 Empire CapEngine 2000 -50 200 5 thrust2 none eng*1200 02001 Empire LgtLaser 10 50 -200 100 torpedo none tube*15*6000*800*0001 04001 Empire HvyLaser 500 5000 -200 100 torpedo none tube*15*6000*800*0002 04002 Empire RANGE1 1 2 2 20 none none fuel*25 08001 Rebel AWhull 100 50 500 950 none none power*50 11000 Rebel XWhull 200 50 500 1600 none none power*50 11001 Rebel YWhull 300 50 500 2400 none none power*50 11002 Rebel CapHull 2000 12000 500 12000 none none power*50 11003 Rebel IonEngine 50 -5 100 5 thrust2 none eng*360 12000 Rebel CapEngine 2000 -50 200 5 thrust2 none eng*1200 12001 Rebel LBlaster 10 50 -200 100 torpedo none tube*15*6000*800*1001 14001 Rebel HBlaster 500 5000 -200 100 torpedo none tube*15*6000*800*1002 14002 Rebel RANGE1 1 2 2 20 none none fuel*25 18001 Neutral SHHull 100 50 500 550 none none power*50 21000 Neutral ORHull 200 500 500 2650 none none power*50 21001 Neutral MFHull 300 1000 500 2900 none none power*50 21002 Neutral CapHull 2000 12000 500 12000 none none power*50 21003 Neutral SLEngine 50 -5 100 5 thrust2 none eng*360 22000 Neutral CapEngine 2000 -50 200 5 thrust2 none eng*1200 22001 Neutral LCannon 10 50 -200 100 torpedo none tube*15*6000*800*2001 24001 Neutral HCannon 500 5000 -200 100 torpedo none tube*15*6000*800*2002 24002 Neutral RANGE1 1 2 2 20 none none fuel*25 28001 }
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NiteHawk
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« Reply #1 on: April 20, 2009, 06:15:08 AM » |
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I'll take a look at it soon as 1.3.5 is released.
Some things to note by first glance:
A. You didn't define everything, aka robots, races, planets even (the dat of the planets, not the bmps.).. You need to define everything like in a server.scn for example for it to even run. A mod will not work without 'everything' it requires. Cannot test for example without any planets when robots rely on the home planets for at least 'one' planet to spawn too. Some things like ranks are just simply required, modded or not, etc. Your missing alot more then that though. Instant crash is ususally caused by this. You can also look at the log file using 'frontier.exe -log' to get a log
B. Neutral HCannon 500 5000 -200 100 torpedo none tube*15*6000*800*2002 24002 Rebel HBlaster 500 5000 -200 100 torpedo none tube*15*6000*800*1002 14002 Empire HvyLaser 500 5000 -200 100 torpedo none tube*15*6000*800*0002 04002 '2002/1002/0002' are not defined in the weapon listing, might cause a crash.
-- Is this mod from Anaxis and you are fixing it up? If so can you provide all teh files?
I'd most likely split up the files, makes it easier to determine where the error is instead of a big giant file. Get's hard to look at. Those are just bugs I've seen so far however, I'm sure theres a bit more minor issues.
Remember to end all files with a extra line after the } (on all files) else it doesn't like to read the last line resulting in a crash.
Also using tabs instead of spaces is not good as well at the moment. you must have at least one space before hand, using tabs is FINE, but there needs to be a space at least before the next thing it needs to 'grab'.
for example "WEAPONNAME SPACE SPACE TAB SPACE SPACE WEAPONDAMAGE" or "WEAPONNAME SPACE SPACE SPACE WEAPNODAMAGE" would do fine, but "WEAPONNAME TAB WEAPONDAMAGE" would cause an issue.
Overall the modding of files is garbage and we'll be solving this sometime in the future, bit more friendly, perhaps even a GUI editor.
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Weylin
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« Reply #2 on: April 20, 2009, 07:12:55 AM » |
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A. I had to intentionally leave out parts as I coudn't put the whole file on a single post
B. I fixed what you had pointed out, I added those missing weapons in the design part to match what was in the modules.
Is it because it goes 0001, 0002 rather than 0000, 0001 that it crashes?
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NiteHawk
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« Reply #3 on: April 20, 2009, 07:26:15 AM » |
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A. I had to intentionally leave out parts as I coudn't put the whole file on a single post
B. I fixed what you had pointed out, I added those missing weapons in the design part to match what was in the modules.
Is it because it goes 0001, 0002 rather than 0000, 0001 that it crashes?
Ahhh okay, It could be, I'm not sure if it starts at 0001, but I would think 0000 is fine. I added everything (Like dummy files/robots/etc) and instead of a crash, I get a error now (Like a dat/scn file error, but no actual error, yay SF for not outputting things.) Overall it needs a overhaul and a good error checking system Can you provide the file through attaching it perhaps? I will take a look at it when I get a chance too.
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Havik
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« Reply #4 on: April 20, 2009, 07:56:38 AM » |
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your col designs, where is the modules for 02002, 12002, and 22002?
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"Fighting in sync makes a Good Fighter, Fighting out of sync makes a bad Fighter a Good Fighter." - Havik
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Weylin
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« Reply #5 on: April 20, 2009, 11:14:49 AM » |
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woops... well, I fixed that little bit, and it still crashes XD
I wish SF could tell me WHERE it got held up.
Somthing like "Error on line 63, position 40 for [race] [name] . '02002' No such module exists"
most recent .dat file available below
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NiteHawk
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« Reply #6 on: April 20, 2009, 12:39:11 PM » |
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I'm not sure why, but use
sound data { #INCLUDE sf_data_sounds.sec }
sound events { #INCLUDE sf_event_sounds.sec }
instead of what you have, it seems to load then. Modules need a bit of fixing value wise..
As well you can find out where it issues out via echos if you want like..
sound data { #ECHO loading sound data... #INCLUDE sf_data_sounds.sec }
sound events { #ECHO loading sound events.... #INCLUDE sf_event_sounds.sec }
Can do this with every thing. I found out it halted at the colony designs, but this was due to the sounds for some reason. Normally using echos will work with solving things, though, or at least give you a good pointer.
And I do agree, the error checking is horrid in SF, always has been, needs to be changed sometime. For any generic non crashing error, it will appear in the frontier.log file or the server.log file if logging is on (-log for client, and for server set to -all)
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Weylin
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« Reply #7 on: April 20, 2009, 02:25:10 PM » |
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I did as you said, adding those two #INCLUDES and that seemed to fix it. I fixed that mistake on the modules too, where mass was -5 when it was supposed to be the power usage  Problems I'm having right now are. 1. Only the green lasers, wsw-laser1 are working, Rebel and Neutral weapons dont seem to appear. Any idea what causes this? The file names are matched throughout as far as I see. 2. AI arn't showing up, and I don't even know how to get them to... somthing to do with the "tc" value? I got them all 0000, 1000, 2000 so that they use the only available ship. No docks yet.
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NiteHawk
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« Reply #8 on: April 20, 2009, 02:58:42 PM » |
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I did as you said, adding those two #INCLUDES and that seemed to fix it. I fixed that mistake on the modules too, where mass was -5 when it was supposed to be the power usage  Problems I'm having right now are. 1. Only the green lasers, wsw-laser1 are working, Rebel and Neutral weapons dont seem to appear. Any idea what causes this? The file names are matched throughout as far as I see. 2. AI arn't showing up, and I don't even know how to get them to... somthing to do with the "tc" value? I got them all 0000, 1000, 2000 so that they use the only available ship. No docks yet. Ill have to check out 1. when I have time after again but for 2. : Factories are required for building ships. All colonies should have one, as should SB type ships. SB ships also require at least two tractors.
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NiteHawk
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« Reply #9 on: April 20, 2009, 03:11:28 PM » |
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Oh and instead of:
Empire Outpost .01 Minor 3 sexplode 0001 0 25000 7 (01003,02002,04001*0*1*35) Empire Minor .01 Minor 3 sexplode 0002 0 25000 7 (01003,02002,04001*0*1*35)
Use
Empire Outpost .01 Minor 3 sexplode 0001 Empire 25000 7 (01003,02002,04001*0*1*35) Empire Minor .01 Minor 3 sexplode 0002 Empire 25000 7 (01003,02002,04001*0*1*35)
By the looks of the colony file, it uses [race] there, which is the full name.
As for guns got the pics for them? I'll check it out then too I suppose :p
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Weylin
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« Reply #10 on: April 20, 2009, 04:52:45 PM » |
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oh yea, i thought I was mistaken in having put [race] instead of [nr] on that colony data so I made it a number... oops xD
Thank you for pointing out that factory issue, I never would have thought of that, I thought they just spawned in the same manner I do.
And here's the weapon graphics, I made some differnt ones than the one Anaxis made because I thought the lasers looked too blocky.
For the turret type weapons ill use a circular graphic like the normal plasma torps because they look ugly when being shot from wide arc ships because they point the direction of the ship, not the direction of movement...
EDIT: adding a factory makes the server crash a few moments after it starts. Not an instant crash, but about 4 seconds after starting it.
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NiteHawk
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« Reply #11 on: April 21, 2009, 01:40:44 AM » |
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oh yea, i thought I was mistaken in having put [race] instead of [nr] on that colony data so I made it a number... oops xD
Thank you for pointing out that factory issue, I never would have thought of that, I thought they just spawned in the same manner I do.
And here's the weapon graphics, I made some differnt ones than the one Anaxis made because I thought the lasers looked too blocky.
For the turret type weapons ill use a circular graphic like the normal plasma torps because they look ugly when being shot from wide arc ships because they point the direction of the ship, not the direction of movement...
EDIT: adding a factory makes the server crash a few moments after it starts. Not an instant crash, but about 4 seconds after starting it.
Could be the bots trying to spawn giving it a crash. I'll check this out soon! Thanks for the weapons, is alot easier this way and I don't need to modify mine just in case theres an issue with the actual bmp 
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Weylin
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« Reply #12 on: April 21, 2009, 02:54:35 AM » |
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ok thanks for the help  Is saving bitmaps to just indexed color ok, or does it need to be specificly 256? I converted those files in photoshop to indexed color to avoid those wierd discoloration bugs, yet in some situations I still notice them such as when projectiles are overlapping. Let me know if you find anything that would be causing these problems Heres a recent version, has more stuff added to it:
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NiteHawk
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« Reply #13 on: April 21, 2009, 03:39:04 AM » |
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ok thanks for the help  Is saving bitmaps to just indexed color ok, or does it need to be specificly 256? I converted those files in photoshop to indexed color to avoid those wierd discoloration bugs, yet in some situations I still notice them such as when projectiles are overlapping. Let me know if you find anything that would be causing these problems Heres a recent version, has more stuff added to it: Okay sounds good, checking in a few minutes... And index colors are fine, prevents distorting and works fine  \ P.S. last one errors out but its a simple fix: race validation...passed player validation...passed ship design validation...failed ERROR> volume capacity exceeded (5060 > 5000) in Neutral Falcon missile design validation...passed colony design validation...passed module list validation...passed planet list validation...passed ... GameState validation failed In the log file  gonna raise it to 5100 for now for testing.
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NiteHawk
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« Reply #14 on: April 21, 2009, 03:50:43 AM » |
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You forgot to change the BMP for the missile design to the actual missile.
missile designs { #ECHO Loading missile designs... * class name warhead speedf type trigger seekv seekr push vrtx cam trail speedm bmp expb exps idW idR Vol Mod * -------------------------------------------------------------------------------------------------------- Empire LgtLaser 125 1.00 dumb impact 0 0 100 0 y (none) 3.00 SmallLaser Small explode 0000 0 1000 1 (08001) Empire HvyLaser 175 1.00 dumb impact 0 0 100 0 y (none) 3.00 LargeLaser Small explode 0001 0 1000 1 (08001) Empire Concussion 400 0.60 smart target 50 500 100 0 y (none) 0.80 Concussion Small explode 0002 0 1000 3 (08002,02101,07001) Empire ProtonTorp 1200 0.40 smart target 50 500 100 0 y (none) 0.60 ProtonTorp Medium explode 0003 0 1000 3 (08002,02101,07001) Empire ProtonBomb 2600 0.30 bomb planet 0 64 100 0 n (none) 3.00 ProtonBomb Large sexplode 0004 0 1000 1 (08001) Rebel LBlaster 100 1.00 dumb impact 0 0 100 0 y (none) 3.00 SmallBlaster Small explode 1000 1 1000 1 (18001) Rebel HBlaster 150 1.00 dumb impact 0 0 100 0 y (none) 3.00 LargeBlaster Small explode 1001 1 1000 1 (18001) Rebel Concussion 400 0.60 smart target 50 500 100 0 y (none) 0.80 Concussion Small explode 1002 1 1000 3 (18002,12101,17001) Rebel ProtonTorp 1200 0.40 smart target 50 500 100 0 y (none) 0.60 ProtonTorp Medium explode 1003 1 1000 3 (18002,12101,17001) Rebel ProtonBomb 2600 0.30 bomb planet 0 64 100 0 n (none) 3.00 ProtonBomb Large sexplode 1004 0 1000 1 (08001) Neutral LCannon 75 1.00 dumb impact 0 0 100 0 y (none) 3.00 SmallCannon Small explode 2000 2 1000 1 (28001) Neutral HCannon 125 1.00 dumb impact 0 0 100 0 y (none) 3.00 HeavyCannon Small explode 2001 2 1000 1 (28001) Neutral Concussion 400 0.60 smart target 50 500 100 0 y (none) 0.80 Concussion Small explode 2002 2 1000 3 (28002,22101,27001) Neutral ProtonTorp 1200 0.40 smart target 50 500 100 0 y (none) 0.60 ProtonTorp Small explode 2003 2 1000 3 (28002,22101,27001) Neutral ProtonBomb 2600 0.30 bomb planet 0 64 100 0 n (none) 3.00 ProtonBomb Large sexplode 2004 0 1000 1 (08001) }
See BMP where 'smalllaser' etc is. they were all smalllaser and largelaser, needs to be changed to the bmp, which I did above.
Checking the AI ship issue now.
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