@@ -1390,7 +1390,7 @@ <h4>Packet type (int)</h4>
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the various packet types. Note that many packets also have a subtype value; for those
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packets, the subtype will be the first value transmitted in the payload. This value
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is a JamCRC hash of the internal name of the packet type.
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- JamCRC is a bitwise not of a CRC32 hash.
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+ JamCRC is a bitwise not of a CRC32 hash.
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</ p >
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</ section >
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< section id ="packet-structure-payload ">
@@ -1706,10 +1706,12 @@ <h4>Payload</h4>
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Whether the ship has warp or jump drive
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</ p >
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</ dd >
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- < dt > Ship type (int)</ dt >
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+ < dt > Hull ID (int)</ dt >
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< dd >
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< p >
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- ID from vesselData.xml
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+ The < code > <vessel uniqueID></ code > for the
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+ ship as found in < code > vesselData.xml</ code > ,
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+ referred to as the < code > hullID</ code > in mission scripts.
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</ p >
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</ dd >
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< dt > Accent color (float) (v2.4 or later)</ dt >
@@ -1921,7 +1923,6 @@ <h4>Payload</h4>
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</ p >
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</ dd >
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< dt > Unknown (int)</ dt >
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- < dd > </ dd >
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</ dl >
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</ dd >
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< dt > Struct type 9</ dt >
@@ -2082,7 +2083,7 @@ <h4>Payload</h4>
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< p >
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A hash value identifying the button. This is a hash of the button's label
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computed using the JamCRC hash algorithm.
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- JamCRC is a bitwise not of a CRC32 hash.
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+ JamCRC is a bitwise not of a CRC32 hash.
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(< a href ="https://github.com/rjwut/ian/blob/master/src/main/java/com/walkertribe/ian/util/JamCrc.java " target ="_blank "> sample Java implementation</ a > )
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</ p >
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</ dd >
@@ -2164,7 +2165,6 @@ <h4>Payload</h4>
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< dt > X-coordinate (float)</ dt >
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< dt > Y-coordinate (float)</ dt >
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< dt > Z-coordinate (float)</ dt >
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- < dd > </ dd >
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</ dl >
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</ section >
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< section id ="commsbuttonpacket ">
@@ -2401,7 +2401,6 @@ <h4>Payload</h4>
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</ p >
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</ dd >
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< dt > Unknown (12 bytes)</ dt >
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- < dd > </ dd >
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</ dl >
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</ section >
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</ section >
@@ -3334,7 +3333,7 @@ <h4>Payload</h4>
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< dd >
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< p >
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The coordinate of the selected location on the Y axis.
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- Always < code > 0</ code > .
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+ Always < code > 0</ code > .
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</ p >
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</ dd >
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< dt > X-coordinate (float)</ dt >
@@ -3944,7 +3943,6 @@ <h4>Payload</h4>
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</ dd >
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< dt > Unknown (int)</ dt >
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< dt > Unknown (int)</ dt >
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- < dd > </ dd >
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</ dl >
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</ section >
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</ section >
@@ -4344,10 +4342,12 @@ <h4>Payload</h4>
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entry is a struct as follows:
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</ p >
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< dl >
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- < dt > Vessel type (int)</ dt >
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+ < dt > Hull ID (int)</ dt >
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< dd >
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< p >
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- The ID of the vessel from < code > vesselData.xml</ code > .
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+ The < code > <vessel uniqueID></ code > for the
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+ single-seat craft as found in < code > vesselData.xml</ code > ,
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+ referred to as the < code > hullID</ code > in mission scripts.
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</ p >
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</ dd >
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< dt > Bay index (int)</ dt >
@@ -4572,13 +4572,13 @@ <h4>Payload</h4>
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< dd >
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< p >
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The "priority" of the smoke. The game maintains a buffer
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- of smoke objects; this buffer is an array of size 8, and
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- smoke objects are inserted into the array at the index
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- indicated by this value (between 0 and 7 inclusive),
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- overwriting any previously-existing smoke object at that
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- index. Smoke objects with a low index in the buffer, if
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- they exist, will appear to emit more smoke than objects
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- with a higher index.
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+ of smoke objects; this buffer is an array of size 8, and
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+ smoke objects are inserted into the array at the index
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+ indicated by this value (between 0 and 7 inclusive),
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+ overwriting any previously-existing smoke object at that
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+ index. Smoke objects with a low index in the buffer, if
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+ they exist, will appear to emit more smoke than objects
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+ with a higher index.
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</ p >
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</ dd >
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< dt > X-coordinate (float)</ dt >
@@ -4975,10 +4975,12 @@ <h3>Base</h3>
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etc.
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</ p >
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</ dd >
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- < dt > Vessel type (bit 1.5, int)</ dt >
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+ < dt > Hull ID (bit 1.5, int)</ dt >
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< dd >
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< p >
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- The vessel type ID, as found in < code > vesselData.xml</ code > .
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+ The < code > <vessel uniqueID></ code > for the
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+ base as found in < code > vesselData.xml</ code > ,
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+ referred to as the < code > hullID</ code > in mission scripts.
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</ p >
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</ dd >
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< dt > X coordinate (bit 1.6, float)</ dt >
@@ -5005,14 +5007,14 @@ <h3>Base</h3>
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< dt > Unknown (bit 2.4, 4 bytes)</ dt >
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< dt > Unknown (bit 2.5, byte)</ dt >
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< dt > Side (bit 2.6, byte)</ dt >
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- < dd >
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- < p >
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+ < dd >
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+ < p >
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The side index for this base. Ships / bases which
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- have the same side index are friendly to one another.
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- There is no side 0.
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- The default friendly side is 2.
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- </ p >
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- </ dd >
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+ have the same side index are friendly to one another.
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+ There is no side 0.
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+ The default friendly side is 2.
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+ </ p >
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+ </ dd >
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</ dl >
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</ section >
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@@ -5143,7 +5145,6 @@ <h3>Drone</h3>
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< dt > Heading (bit 1.7, float)</ dt >
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< dt > Side (bit 1.8, int)</ dt >
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< dt > Unknown (bit 2.1, float?, v2.1.5+)</ dt >
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- < dd > </ dd >
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</ dl >
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</ section >
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@@ -5273,7 +5274,6 @@ <h3>Generic Mesh</h3>
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< dt > Unknown (bit 4.1, string?)</ dt >
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< dt > Unknown (bit 4.2, string?)</ dt >
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< dt > Unknown (bit 4.3, int, since v2.7.0)</ dt >
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- < dd > </ dd >
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</ dl >
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</ section >
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@@ -5363,11 +5363,12 @@ <h3>NPC Ship</h3>
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not.
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</ p >
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</ dd >
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- < dt > Vessel type (bit 1.7, int)</ dt >
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+ < dt > Hull ID (bit 1.7, int)</ dt >
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< dd >
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< p >
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- The ID corresponding to the < code > <vessel></ code > entry in
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- < code > vesselData.xml</ code > that describes the vessel type for this ship.
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+ The < code > <vessel uniqueID></ code > for the
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+ ship as found in < code > vesselData.xml</ code > ,
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+ referred to as the < code > hullID</ code > in mission scripts.
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</ p >
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</ dd >
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< dt > X coordinate (bit 1.8, float)</ dt >
@@ -5520,7 +5521,7 @@ <h3>NPC Ship</h3>
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< section id ="object-player-ship ">
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< h3 > Player Ship</ h3 >
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- < dl >
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+ < dl >
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< dt > Bit field (6 bytes, 5 bytes before v2.3.0)</ dt >
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< dt > Weapons target (bit 1.1, int)</ dt >
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< dd >
@@ -5559,7 +5560,9 @@ <h3>Player Ship</h3>
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< dt > Hull ID (bit 2.3, int)</ dt >
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< dd >
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< p >
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- The ID of the vessel entry for this ship in < code > vesselData.xml</ code > .
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+ The < code > <vessel uniqueID></ code > for the
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+ ship as found in < code > vesselData.xml</ code > ,
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+ referred to as the < code > hullID</ code > in mission scripts.
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</ p >
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</ dd >
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< dt > X coordinate (bit 2.4, float)</ dt >
@@ -5794,7 +5797,7 @@ <h3>Player Ship</h3>
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the configured type of creature.
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</ p >
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</ dd >
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- </ dl >
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+ </ dl >
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</ section >
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< section id ="object-player-ship-upgrades ">
@@ -6412,7 +6415,6 @@ <h3>fleet_ai</h3>
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< h4 > Attributes</ h4 >
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< dl >
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< dt > commonality (integer)</ dt >
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- < dd > </ dd >
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</ dl >
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</ section >
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< section id ="vessel-data-hullRace ">
@@ -6856,7 +6858,9 @@ <h4>Attributes</h4>
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< dt > uniqueID (integer, 0-n)</ dt >
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< dd >
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< p >
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- An ID assigned to this vessel. Player ships must start at 0 and increase sequentially;
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+ An ID assigned to this vessel,
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+ referred to as the < code > hullID</ code > in mission scripts.
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+ Player ships must start at 0 and increase sequentially,
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others can use whatever ID they like.
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</ p >
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</ dd >
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