Homeworld Walkthrough :
This walkthrough for Homeworld [PC] has been posted at 01 Jul 2010 by jherx214 and is called "Ship/Script Editing FAQ". If walkthrough is usable don't forgot thumbs up jherx214 and share this with your freinds. And most important we have 10 other walkthroughs for Homeworld, read them all!
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Walkthrough - Ship/Script Editing FAQ====PRE-FAQ NOTE====
Sorry 56K'ers. This FAQ isn't meant for you guys. It's got over 1.5 Megabytes
of data and it'll take you lot forever to download it. If you're dead set on
modding, drop me an email and I'll give you personal assistance. Isn't that nice?
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--- A Ship/Script Editing FAQ ---
Your Author: Seb Haque
E-mail: seb_da_web@hotmail.com ~ Feel free to add me to MSN.
Version: 0.2
Date: 10/07/2005
-=-
Sites this FAQ is allowed to appear on:
www.gamefaqs.com (GameFAQs)
www.gamespot.com (GameSpot)
If you want to be added to the list then simply email me and I'll put you on.
-=-
Sites this FAQ is NEVER allowed to appear on, under ANY circumstances:
www.cheatcc.com (Cheat Code Central)
I do NOT support FAQ stealers and I will not tolerate unauthorised posting of
my FAQs.
======
Introduction
======
Hey there, and welcome to my Homeworld Ship Script Editing FAQ. This FAQ was
designed for people who want to tweak Homeworld, but don't know how. It doesn't
require too much coding knowledge, the principal fact being backing up your files
before tweaking. Below, you'll find all the ships in alphabetical order according to
their SHP name. They are arranged by race, with Kushan/Taiidan being first (the
two fleets run on the same BIG entries), then Turanics, then Kadeshi, then
Traders/One-Offs, and finally Resources.
If you want to find a specific ship, simply hit Ctrl+F and type in the FULL name.
You'll be zipped straight to the ship itself.
=====
Contents
=====
o Introduction
o Contents
o How to Tweak
o Warning/Disclaimer
o Where Ships Go
o Race Summaries
o Ships (the big kahuna)
o Fun Stuff
o Credits
o Closing Speech and Other Crap
=====
How to Tweak
=====
OK, firstly you'll need to back up Homeworld. If you've got disk space to blow,
copy the entire Homeworld directory into another folder in your Sierra directory.
Call it "Homeworld Backup" or something similar for convenience. If you haven't
got the disk space, just back up the Saved Games folder, and the Homeworld.big file,
the HW_Comp.vce file, the HW_Music.wxd file, and the Update.big file. Next, you'll need
to get yourself a basic .shp template. To do this, open up any folder on
your computer. Go to Tools -> Folder Options and then click View. Scroll down to
"Hide extensions for known file types" and make sure it is deselected. All files
on your computer should now have an extension depending upon what type of file
they are. Create a text document, and rename it to ".shp". Obviously the
needs to be named according to what ship you are tweaking. The list is
below, you impatient buggers. Read all this first.
If you're too lazy or are unable to do it for whatever reason, simply e-mail me at
seb_da_web@hotmail.com or sebhaque@gmail.com and I'll zip over a .shp file as fast
as I can.
Next, you need to take your .shp file and empty it. Then paste from the first
{}{}{} to the next {}{}{} - you do NOT include them in the actual file. Next,
the ships must be placed in a folder specific to the race of the ship. See the
table below for guidance as to which ship goes where. The file needs to be named as
the text to the right of it says. For example, a Support Frigate will need to be
called "AdvanceSupportFrigate". Don't ask me why. Then simply run up Homeworld and
enjoy your tweak!
=====
Warning/Disclaimer
=====
WARNING: SOME VERSIONS OF HOMEWORLD ARE VERY TOUCHY ABOUT HOW THEIR SHP FILES LOOK. SINCE
GAMEFAQS CROPS ALL FAQS TO 79CPL, SOME DATA MAY NOT DISPLAY PROPERLY. IF YOU'RE STUCK
WITH
A CRASHING HOMEWORLD BECAUSE THE DATA HAS BEEN CUT DOWN, E-MAIL ME AND I'LL SEND YOU A
FRESH SHP COLLECTION.
Unfortunately, I have to put a disclaimer in because otherwise I'd be bombarded with
claims of ruining people's games.
Right. I'm not responsible for anything you lot do with the code below. I'm not
going to be responsible if you completely screw up your game; likewise I'm not
going to be responsible if you make a mod that revives Homeworld and nets you a million
pounds. Just remember, back up your files before modding, and you'll be alright.
======
Where Ships Go
======
Right. So you've got your SHP file, tweaked it, named it, but don't know where to put it?
Create a folder in your main Homeworld directory (...\Sierra\Homeworld). This is where
you put your file. The folder itself has to have a special name according to its race
though - this table shows the race and what the folder has to be called.
_____________________
| Race | Name |
|=====================|
|Kushan |R1 |
|Taiidan |R2 |
|Turanics |P1 |
|Kadeshi |P2 |
|Derelicts |derelicts |
|Bentusi |traders |
|One-Offs |traders |
|Resources |resources |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Hurrah for crappy ASCII tables!
=====
Race Summaries
=====
Just in case you weren't sure about who's who, I've added a small Race Summary section to
the FAQ. This is only meant to serve as a reminder - don't rely on it to teach you on
every single aspect of a race's creation. I've left out some ships - you won't find ships
like the Junkyard Dawg, Ghost Ship, or other stuff in here. This is because they don't
really have a race, and it'd be stupid to give them their own special parts in this FAQ.
The later parts of this section do not correspond to the Ships layout.
-=Kushan=-
The Kushani are the goodies - after being sent into exile by the Taiidani when they were
captured, they now are fighting back to reclaim their Homeworld: Hiigara. Their ships are
generally quite nice to look at, and they are more centred towards firepower and
maneouverabilty
than the Taiidani.
-=Taiidan=-
The Taiidani are the baddies - they rule the galaxy and are plain evil. After sending the
Kushani
into exile, they went on to rule the galaxy. The Turanic race are the servants of the
Taiidani.
Most of their ships are as ugly as hell, and the Taiidani concentrate more on defence and
weapon range than anything else.
-=Turanics=-
The Turanics are a group of nomads - they are the servants of the Taiidani and are
determined
to destroy the Kushan fleet. Their ships aren't the nicest things to look at; however
they
pack a considerable amount of firepower. The Raiders are commonly referred to as Pirates.
-=Kadeshi=-
The Kadeshi are a group of religious freaks who guard their nebula as if it is Sanctuary.
They do
not care who gets into their nebula, if they ain't gunna join, they ain't gunna survive.
Kadeshi
ships are generally quite formidable, but have a major downside. Most of 'em look pretty
decent,
too. Overall, the Kadeshi are probably the most formidable out of the sub-races.
-=Bentusi=-
The Bentusi don't really class as a sub-race because you only see two ships. From what you
see though, they are amazing. Thank God they're your allies and you don't have to fight
them,
because I'd hate to be up against those triple Ion Cannons. I'm digressing. Anyway,
Bentusi
ships run on inertialess engines, which use a kind of sustained hyperspace field to
"slide"
through space without inertia. They also pack a punch, and are not to be messed with. The
Trade Ship is arguably the most powerful ship in the game.
======
Ships
======
Cut and paste from the first {}{}{} to the next {}{}{}. You do NOT, I repeat,
do NOT need the {}{}{} - it is simply a guide
as to where to start and where to stop.
-=Kushan/Taiidan=-
Support Frigate ~ AdvanceSupportFrigate
{}{}{}
[AdvanceSupportFrigate]
;Source Files
;=----------=
LODFile AdvanceSupportFrigate.lod
pMexData
AdvanceSupportFrigate\Rl0\LOD0\AdvanceSupportFrigate.mex
;Ship Physics
;=----------=
mass 1045.0 ; ship mass [fighter =
1]
momentOfInertiaX 250.0 ; resistance to
rotation
momentOfInertiaY 250.0 ; [fighter = 1]
momentOfInertiaZ 250.0
maxvelocity 420.0 ; [fighter = 1000]
maxrot 2.0 ; maximum rotation speed
[don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Frigate
isCapitalShip TRUE
buildCost 845 ; resource units to
build
buildTime 75 ; time in seconds to
build
maxhealth 7500 //15000 ; hit points
groupSize 2 ; size of group ships of
this type tend to form
repairTime 15 ; every this many
seconds
repairDamage 100 ; this much damage is
repaired
repairCombatTime 25 ; every this many
seconds
repairCombatDamage 50 ; this much damage is
repaired
blastRadiusShockWave 1.75
blastRadiusDamage 275
canReceiveShips TRUE ; other ships can dock in
this ship
canReceiveFighters TRUE
canReceiveCorvettes TRUE
canHandleNumShipsDocking 14
dockShipRange 500.0 ; how close ships should get before
considering docking (to ship surface)
pumpFuelRate 500.0 ; how fast pumps fuel
in.
repairOtherShipRate 0.20 ; how fast heals
damaged ships. Must be an integer
;Special Z repair info
;repairBeamCapable FALSE
;healthPerSecond 20.0 ;health added per second to repaired
ship
;CapitalDistanceRepairStart2 260.0 ;maximum range for repairing
;CapitalDistanceRepairStart 200.0 ;desired range for repairing
;AngleDotProdThreshold 0.93969 ;COSine of MAXIMUM angle that
repair corevettes
;heading can deviatre from target
in order for
;repair effect to come on and ship
to be repaired
;0.9848 ~=10degrees
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 40.0 ; acceleration (m/s^2)
[1-1000 approx. range]
thruststrength[TRANS_DOWN] 40.0
thruststrength[TRANS_RIGHT] 40.0
thruststrength[TRANS_LEFT] 40.0
thruststrength[TRANS_FORWARD] 50.0
thruststrength[TRANS_BACK] 40.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational
acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.05
rotstrength[ROT_PITCHDOWN] 0.05
rotstrength[ROT_ROLLRIGHT] 0.05
rotstrength[ROT_ROLLLEFT] 0.05
turnspeed[TURN_YAW] 0.3 ; speed at which ship
tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.3
turnspeed[TURN_ROLL] 0.3
canTargetMultipleTargets TRUE
rotateToRetaliate TRUE
repositionTime 6 ; time in seconds which
corvette will spend to reposition
; itself to a new location
for it to fire.
tooCloseRange 500.0
passiveRetaliateZone 7000.0
;Weapons
;=-----=
NUMBER_OF_GUNS 1
GUN 0
//ADD this amount: 150 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type GUN_NewGimble ; type of gun - either
GUN_Fixed or GUN_Gimble
SoundType GS_MediumEnergyCannon
DamageLo 175 ; damage variance per
shot - low
DamageHi 200 ; damage variance per
shot - high
BulletLength 18.0 ; visual only. Length of
bullet on screen
BulletRange 5500.0 ; distance bullets travel
before disappearing
BulletSpeed 4400.0 ; measured in m/s.
BulletMass 2.5 ; mass of bullet
FireTime 2.2 ; fire repeat rate
(reciprocal = shots/second)
TriggerHappy 1.0
minturnangle -180.0 ; degrees
maxturnangle 180.0
mindeclination -90.0
maxdeclination 20.0
maxanglespeed 460.0 ; degrees/s
maxdeclinationspeed 460.0
angletracking 3.2
declinationtracking 3.2
BarrelLength 20.0
RecoilLength 10.0
BulletLifeTime 3.0 ;Life time of bullet
}
; itself to a new location
for it to fire.
tooCloseRange 2000.0
NUMBER_OF_DOCK_POINTS 14
; format is DockPoint
name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]
(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint FightL0,LatchPoint,250,240,870,0,5
DockPoint FightL1,LatchPoint,250,240,870,0,5
DockPoint FightL2,LatchPoint,250,240,870,0,5
DockPoint FightL3,LatchPoint,250,240,870,0,5
DockPoint FightL4,LatchPoint,250,240,870,0,5
DockPoint FightR0,LatchPoint,250,240,870,0,1
DockPoint FightR1,LatchPoint,250,240,870,0,1
DockPoint FightR2,LatchPoint,250,240,870,0,1
DockPoint FightR3,LatchPoint,250,240,870,0,1
DockPoint FightR4,LatchPoint,250,240,870,0,1
DockPoint Corv0,LatchPoint,130,120,850,0,6
DockPoint Corv1,LatchPoint,130,120,850,0,6
DockPoint Corv2,LatchPoint,130,120,850,0,6
DockPoint Corv3,LatchPoint,130,120,850,0,6
;Docking Overide Variables for SpecialCase Ships
NUMBER_OF_DOCK_OVERIDES 1
;need DockOveride shipraceshipname, |
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