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R/E String Formatting

Posted: Wed Oct 08, 2008 4:36 pm
by Arcalane
These won't be much use to most people but they could still come in handy.

I should note that the special fields for the weapons and modules are used by multiple weapons and modules for different purposes, and I cannot list all their uses. Sorry!

~~

Sections:

section|1|2|3|4|5|6|7|8

1 = sprite name, such as spr_Section01
2 = l_colourmod, determines whether or not the section has a custom colour. 0 = default 1, 1 = default 2, 2 = default 3, -1 = custom colour
3 = l_colour, only used if l_colourmod is -1, determines colour
4 = l_hp; defines custom HP
5 = l_defhp; overrides l_hp if l_hp is set to -1
6 = angle of rotation in degrees
7 = scale on x axis; negative numbers = flipped
8 = scale on y axis; negative numbers = flipped

~~

Doodads:

doodad|1|2|3|4|5|6

1 = sprite name, such as spr_DooNoise
2 = sprite colour
3 = angle of rotation in degrees
4 = doodad start index
5 = blending mode; 0 = normal, 1 = additive
6 = doodad animation speed

~~

Weapons:

weapon|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20

1 = weapon name, like Laser or Blaster
2 = firing arc in degrees / 2
3 = pause between individual shots in a clip/mag
4 = total number of shots per clip/mag
5 = time to reload when clip/mag expires
6 = damage per shot
7 = turret HP
8 = range in pixels
9 = deviation in degrees (multiply by 2 for ingame deviation)
10 = turret turn speed
11 = custom turret name
12 = bullet colour
13 = bullet speed (used as beam duration)
14 = special 1
15 = special 2
16 = special 3
17 = special 4
18 = special 5
19 = scale on x axis
20 = scale on y axis

~~

Modules:

module|1|2|3|4|5|6|7|8|9|10|11|12|13|14

1 = module name, such as Deflector
2 = maximum energy
3 = energy regeneration per frame
4 = energy cost to activate per frame
5 = maximum activation range
6 = module custom hp
7 = module custom name
8 = special 1
9 = special 2
10 = special 3
11 = special 4
12 = special 5
13 = special 6
14 = special 7
15 = special 8

Re: R/E String Formatting

Posted: Wed Oct 08, 2008 8:50 pm
by Himura.Kenshin
Arcalane wrote:Sections:

section|1|2|3|4|5|6|7|8

2 = l_colourmod, determines whether or not the section has a custom colour. 0 = default 1, 1 = default 2, 3 = default 3, -1 = custom colour
0 = default 1
1 = default 2
3 = default 3
-1 = custom colour
Are you sure it isn't "2 = default 3"?

Or is th15's coding more messed up than I previously thought? :lol:

Posted: Wed Oct 08, 2008 9:27 pm
by Arcalane
I was typing quickly, shush. :P

Posted: Wed Oct 08, 2008 9:29 pm
by lightstriker
are module/ weapon specials in the same order that they appear on the edit screen, or... um, yeah?

Posted: Wed Oct 08, 2008 9:32 pm
by Arcalane
I assume so.

Posted: Thu Oct 09, 2008 8:49 am
by Koross
A big thanks to Arcalane for doing this. I was actually looking for data on this and was hoping someone would catalogue it. Arcalane to the rescue it seems. =)

Thanks again. It will help alot of people and no more string experimentation which crashes the game :P.

Posted: Thu Oct 09, 2008 9:00 am
by th15
Deviation is in degrees, not pixels. Good stuff man.

Posted: Thu Oct 09, 2008 9:33 am
by Arcalane
Derp. I was kinda tired when I was writing it up too.

Posted: Thu Oct 09, 2008 8:58 pm
by antisocialmunky
I know about the general concensus of not stickying guides but this is a good reference guide you made. You really should consider stickying it or combining this and the "Guide on Custom Wep statistics."

Posted: Thu Oct 09, 2008 9:24 pm
by Arcalane
I would, but it is something of an advanced subject and it's not much use if you don't know about R/E string modification. I've added it to the main list for reference though.

Posted: Fri Oct 10, 2008 6:00 am
by jwa8402
So you really can't put restricted arcs on modules? Darn, that would have been great for pulling into a shipyard and being repaired...Always figured it was there but just wasn't listed like with point defense.