0% found this document useful (0 votes)
39 views2 pages

Fsensor Odf

The document contains parameters and specifications for a Federation sensor array ship class, including build time, resource costs, hit points, detection range, target values for AI, and event sounds.

Uploaded by

Andre Roswell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
39 views2 pages

Fsensor Odf

The document contains parameters and specifications for a Federation sensor array ship class, including build time, resource costs, hit points, detection range, target values for AI, and event sounds.

Uploaded by

Andre Roswell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 2

#include "turret.

odf"

//**********************************************************************
//MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Sensor Array"

//tooltips
tooltip = "FED_SENSOR"
verboseTooltip = "FED_SENSOR_V"

//Race which can build ship & starting race of ship


race = "federation"

//Amount of time required to build ship


buildTime = 25.0

//Number of officers required to build this ship


officerCost = 2

//Dilithium Cost to build


dilithiumCost = 100

//Metal cost to build


metalCost = 50

//Max Shield Strength & Begining Shield Strength <1000


maxHealth = 400

//Rate at which shield recharges (points per second... we think)


shieldRate = 1.0

//This is the range in meters which the ships sensors can see (LOS)
rangeScan = 32000.0f

//animate forward once upon build


animation = 1

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
attackPower = 0.0f

//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.05f

//**********************************************************************
// Tara additions for context sensitive menus
combat = 0

//**********************************************************************

//ART PARAMETERS & WEAPON NAMES

// Detect Cloak
weapon1 = "gdetectf"
weaponHardpoints1 = "hp01"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints =
lifeSupportTargetHardpoints = "hp02" "hp03" "hp04"
weaponsTargetHardpoints = "hp01"
shieldGeneratorTargetHardpoints = "hp02" "hp03" "hp04"
sensorsTargetHardpoints = "hp01"
hullTargetHardpoints = "hp02" "hp03" "hp04"
criticalTargetHardpoints = "hp02" "hp03" "hp04"

//**********************************************************************

//**********************************************************************
//SYSTEM HITPOINTS

// Hitpoints

shieldGeneratorHitPoints = 300
enginesHitPoints = 0
weaponsHitPoints = 300
lifeSupportHitPoints = 300
sensorsHitPoints = 300

//**********************************************************************

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************

eventSelect = "SensorSelect"
eventAcknowledge = "SensorAcknowledge"
eventDecommission = "SensorDecommission"

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "sensor_turret"
hotkeyLabel = "HOTKEY_F3"

You might also like