Author Topic: "Genus" and "Species" in hardpoints  (Read 2138 times)

Offline King Class Scout

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"Genus" and "Species" in hardpoints
« on: May 10, 2010, 08:29:09 AM »
 :lostit:

when I put in one of the few Dominion ships I've downloaded, I noticed something unusual.  they come in on MY side as allies, rather than as enemy.  since this has happened before with a well done TOS carrier ship, the first place I looked was the "genus" and "species" listing in the hardpoint. the species is listed as "402", and I KNOW that's not correct.  does anyone have a "definition" or a faq equivalent for what these numbers mean?
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Offline Digital_Clarity

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Re: "Genus" and "Species" in hardpoints
« Reply #1 on: May 12, 2010, 01:12:10 AM »
As a matter of fact I do. This is something I discovered in a thread ages ago. As far as a reference is concerened, it explains what the numbers mean in ship species. I thought it may come in handy someday (that day must be today) because I like to edit hardpoints, or if I ever figured out how to make my own custom hardpoint using MPE to get non-hp'd models in game. Therefore, I kept it on file. Hope this helps.

Quote
Here is something sneaker has learned about the "species ship" crap knowbody seems to know what to do with.

This is regarding the species tag on each ships hardpoint file. It goes something like this:

###############################################
Akira = App.ShipProperty_Create("Akira")

Akira.SetGenus(1)
Akira.SetSpecies(103)
Akira.SetMass(800.000000)
Akira.SetRotationalInertia(28000.000000)
Akira.SetShipName("Centaur")
Akira.SetModelFilename("data/Models/Ships/Akira/Akira.nif")
Akira.SetDamageResolution(7.000000)
Akira.SetAffiliation(0)
Akira.SetStationary(0)
Akira.SetAIString("FedAttack")
Akira.SetDeathExplosionSound("g_lsDeathExplosions")
App.g_kModelPropertyManager.RegisterLocalTemplate(Akira)
###############################################

that is the ships property script. look specifically at this line:
Akira.SetSpecies(103)
That number ((103)) indicates that the ship is federation. Anything from 100 to 199 is Federation, 200 to 299 is cardassian, 300 to 399 is romulan, 400 to 499 is klingon, 500 to 599 is kessok, 600 to 699 is ferengi. and 700 to 799 looks to be miscellaneous. PLEASE when you make a hardpoint file, make the ship number proper. Dont just copy it in from some other ship and change the names around, make sure u get the species correct or some mods MAY NOT WORK!


Offline King Class Scout

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Re: "Genus" and "Species" in hardpoints
« Reply #2 on: May 12, 2010, 11:47:29 AM »
if you have anything else hiding in your comp from old masters, i suggest you get it posted, quick.  something like this should be pinned.

and, cookie torpedoes AWAY
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline tiqhud

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Re: "Genus" and "Species" in hardpoints
« Reply #3 on: May 12, 2010, 11:56:27 AM »
agreed
TiqHud
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Offline Lurok91

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Re: "Genus" and "Species" in hardpoints
« Reply #4 on: May 12, 2010, 12:02:53 PM »
if you have anything else hiding in your comp from old masters, i suggest you get it posted, quick.  something like this should be pinned.

and, cookie torpedoes AWAY

Agree   :)   V useful

Offline King Class Scout

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Re: "Genus" and "Species" in hardpoints
« Reply #5 on: May 12, 2010, 12:30:25 PM »
looking at KM's settings.  700's are used for Borg ships, and 900's for the Dominion ones.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet