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.Ship filesEdit

A ship file is a special file that determines the specifics of the ships you see inside the game. It dictates the bounds, weapons slots, the placement of engines, launch bays, the center of mass or pivot point, and center of the shield. When creating a .ship file, it is highly recommended to use a tool in assistance as it allows variants to be consistent and less buggy. Examples of said programs are Trylobot's Ship Editor or Redbull's Online Editor.


Ship files in depth

Starting with the frequently seen Hound and its .Ship file.


{

    "bounds": [

        43,

        ...

        12

    ],

    "center": [

        31,

        27

    ],

    "collisionRadius": 60,

    "engineSlots": [

        {

            "angle": 180,

            "contrailSize": 64,

            "length": 80,

            "location": [

                -25,

                22

            ],

            "style": "LOW_TECH",

            "width": 16

        },

        {

            "angle": 180,

            "contrailSize": 64,

            "length": 80,

            "location": [

                -25,

                -22

            ],

            "style": "LOW_TECH",

            "width": 16

        }

    ],

    "height": 72,

    "hullId": "hound",

    "hullName": "Hound",

    "hullSize": "FRIGATE",

    "shieldCenter": [

        0,

        0

    ],

    "shieldRadius": 60,

    "spriteName": "graphics/ships/hound_ff.png",

    "style": "MIDLINE",

    "viewOffset": 0,

    "weaponSlots": [

        {

            "angle": 0,

            "arc": 5,

            "id": "WS 001",

            "locations": [

                34,

                -6

            ],

            "mount": "HARDPOINT",

            "size": "MEDIUM",

            "type": "BALLISTIC"

        },

        {

            "angle": 145,

            "arc": 290,

            "id": "WS 002",

            "locations": [

                -4,

                4

            ],

            "mount": "TURRET",

            "size": "SMALL",

            "type": "BALLISTIC"

        }

    ],

    "width": 62

}


Bounds: This is what determines the size and shape of your ship when it calculates how weapons hit your ship.

Center: The point on which your ship rotates about.

CollisionRadius: This is an unique attribute, as a rule, make sure to make it at least larger than your shield radius. Also make for absolute certainty that all ship bounds are contained within the collision radius, otherwise, projectiles and other ships will be able to "phase" through your ship.

EngineSlots: Here is where the engines of your ships are placed, the look is specified by the Style attribute, strange graphical errors may arise if you leave a ship without any engines.

Possible engine styles:

  • HIGH_TECH
  • MIDLINE
  • LOW_TECH
  • LOW_TECH_FIGHTER
  • TORPEDO (Performance intensive)
  • TORPEDO_ATROPOS (Performance intensive)
  • MISSILE_LOW_TECH
  • MISSILE_MIDLINE
  • MISSILE_HIGH_TECH


Height: The height of the ship sprite. Match this to the height in the .png file of your sprite.

HullId: This must match what is found in the ship_data.csv , it is the unique identifier within the game for each ship.

HullName: The name of ship as it appears within the game.

Hullsize: A choice that is to be matched to the ship, can either be FRIGATE, DESTROYER, CRUISER, CAPITAL_SHIP, or FIGHTER.

ShieldCenter: The point of a shields origin, can be different from the Center.

ShieldRadius: Defines how far a shield can go, Must be smaller than the CollisionRadius

SpriteName: The location of the sprite for this ship, Does not need/use an absolute pathname, just make sure your file structure is similar to the original game's.

Style: This determines what the shields look like, and the engines sound like. Possible styles are LOW_TECH, MIDLINE, HIGH_TECH.

ViewOffset: An attribute used to move the view range over. Often unused but sometimes useful for asymmetric ships.

WeaponSlots: This is where weapon slots are defined, size, type, and whether they are a hidden/turret/hardpoint weapon.

Angle: The initial angle of the weapon and from where the arc is calculated.

Arc: Angle in degrees that the weapon can fire from.

ID: The identifier for the weapon slot that has to be unique.

Width: Width of the ship sprite. Match this to the width in the .png file of your sprite.




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