Explinations
	
			 
             
			
		
		
		
		Now... as I have been working on a new components.bmp file, I am going to need to start working on the components.txt file to make use of the new GraphX. 
 
I need to have the functions of the components explained, since I did not find a line-by-line explination of the template files in the modding document. 
 
------ 
* - Self Explanatory, no details needed. 
 
Class Name                       := * 
Name                             := * 
Description                      := *Allowed Vehicle Types            := * 
Restriction Type                 := ? 
Restriction Value                := ? 
Space Object XFile Name          := * 
Picture Bitmap Index             := ??  <<   Biggie:  How does the graphic engine parse image files?  I know it can parse a file longer than 520 pixels, can it parse wider than 400 pixels?  How does it parse the end of a 'line' of images and move down to the next? >> 
Placement Locations              := * 
Default Repair Priority          := * 
Tonnage Space Taken              := * 
Tonnage Structure                := * 
Level Minimum                    := 1 <<Required level to find in stores or use?>> 
Illegal Cargo                    := * 
Uses Levels                      := * 
Is Commodity                     := * 
Event ID                         := 0  << The availability of items in the store or as discarded cargo can be set to a particular event?  How??>> 
Base Credit Value                := * 
Credit Value Inc Pct Per Level   := * 
Energy Consump Inc Per Level     := * 
Sound Filename                   := *  <<A good place to find new sound FX would be nice...>> 
Energy Consumption               := 10  <<[Is this per second, per shot??>> 
Weapon Type                      := * 
Weapon Target                    := * 
Weapon Damage Point Blank        := * 
Weapon Damage Dec Per 10 Rng     := 1  <<[I have not seen how this works at all, unless it means afterthe tenth range box??>> 
Weapon Damage Inc Per Level      := * 
Weapon Damage Maximum Range      := *  <<[What is the max effective range any weapon can reach in SF?>> 
Weapon Damage Type               := * 
Weapon Reload Rate MS            := * 
Weapon Display Effect Name       := APB beam  <<[How does the game determine beams and parse the beam image files, since there are multiple files?>> 
Weapon Beam Duration             := 50  <<[Milliseconds?>> 
Weapon Explosion Effect Name     := * 
Weapon Beam Burn Color           := 255, 65, 255  <<[I have seen no change in the game after altering this.>> 
Weapon Autofires                 := * 
Weapon Tonnage Structure         := * 
Number of Effects                := 1  <<[Where can I get a list of effects to know what can be used here?>> 
Effect 1 Type                    := Energy Maximum  
Effect 1 Base Amount             := 50 
Effect 1 Amount Per Level        := 0 
Number of Requirements           := 0  <<[Same question.>> 
 
Anti - Proton Beam          Beam       S, F   Normal               3000    30     25  20  15  10   5   0   0   0   0   0  <<What does the S, F mean? Since there are only ten range boxes, how do these damage listings affect the 20 range boxes in the game? 
 
Anti-Proton Beam		Beam	Beam 10  <<How does it know where beam 10 is?  There are four beam files.>> 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 |