CRAFT.DAT

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Revision as of 06:47, 16 August 2011 by Bomb Bloke (talk | contribs) (TFTD races)
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This file contains information specific to the crafts in the game. Both XCom and Alien crafts (including hidden ones) are in this file, though the values for the alien craft are still shrouded in mystery.

UFO Structure

There are 50 records each having 104 bytes long for a maximum file size of 5,200 bytes. All offsets and values are in decimal.

  • 0 (1 Byte) - Craft Type, Possible Values are the same as GEODATA.DAT:
    *HUMAN*          *ALIEN*         
0 - Skyranger     5 - Small Scout      255 - Entry Not Used
1 - Lightning     6 - Medium Scout
2 - Avenger       7 - Large Scout
3 - Interceptor   8 - Harvester
4 - Firestorm     9 - Abductor
                 10 - Terror Ship
                 11 - Battleship
                 12 - Supply Ship

Offsets 1 and 5 refer to the weapon placed in the left and right slots respectively. (The Lightning does not have a center weapon type, only a left). Their possible values are listed here:

0 - Stingray
1 - Avalanche
2 - Cannon
3 - Fusion Ball
4 - Laser Cannon
5 - Plasma Cannon
255 - No Weapon
  • 1 (1 Byte) - Left Weapon Type
  • 2-3 (2 Bytes) - Left Ammo*
  • 4 (1 Byte) - Indicates what a craft is doing.
0 - At base
1 - Airborne
2 - UFO's normally get this value, have no idea what it represents.
  • 5 (1 Byte) - Right Weapon Type
  • 6-7 (2 Bytes) - Right Ammo*

(*NOTE: Ammo values normally do not exceed 100 (or 200 for Cannon), but since the variable is stored as 2 bytes you can crank the total up to 32,767).

  • 8-9 (2 Bytes) - Unused.
  • 10-11 (2 Bytes) - Damage, that is the amount it currently has taken. This value divided by the crafts damage capacity gives the percentage shown in-game.
  • 12-13 (2 Bytes) - Altitude of craft. Is a index within ENGLISH.DAT for string.
0 = GROUND *
1 = VERY LOW
2 = LOW
3 = HIGH
4 = VERY HIGH
5 = Detected
6 = SIZE
etc

(*NOTE: If craft is airborne and you change it to this value the altitude will remain the same. Speed must be edited to 0 for the change to hold.)

  • 14-15 (2 Bytes) - Speed of craft.
  • 16-17 (2 Bytes) - Index into LOC.DAT referencing the destination (e.g. waypoint) of X-COM ships.
  • 18-19 (2 Bytes) - Index into INTER.DAT when the ship is in interception mode.
  • 20-21 (2 Bytes) - Next UFO waypoint coordinate X (longitude).
  • 22-23 (2 Bytes) - Next UFO waypoint coordinate Y (latitude)
  • 24-25 (2 Bytes) - Fuel, amount remaining. This value divided by the crafts total fuel capacity gives the percentage shown in-game.
  • 26-27 (2 Bytes) - Base Reference as an index to LOC.DAT
  • 28-29 (2 Bytes) - Mission type craft is on. Is an index within ENGLISH.DAT for string.
0 = Alien Research
1 = Alien Harvest
2 = Alien Abduction
3 = Alien Infiltration
4 = Alien Base
5 = Alien Terror
6 = Alien Retaliation
7 = Alien Supply
8 = Pistol
etc
  • 30-31 (2 Bytes) - Zone where mission is being carried out. Is an index within ENGLISH.DAT for string.
0 = North America
1 = Arctic
2 = Antarctica
3 = South America
4 = Europe
5 = North Africa
6 = Southern Africa
7 = Central Asia
8 = South East Asia
9 = Siberia
10 = Australasia
11 = Pacific
12 = North Atlantic
13 = South Atlantic *
14 = Indian Ocean *

(*NOTE: Unused zones.)

  • 32-33 (2 Bytes) - UFO trajectory segment (0-7)
  • 34-35 (2 Bytes) - UFO trajectory type (0-9)
  • 36-37 (2 Bytes) - Alien Race found on craft. Is index within ENGLISH.DAT for string.
    UFO               TFTD
0 = Sectoid           Aquatoid
1 = Snakeman          Gillman
2 = Ethereal          Lobsterman
3 = Muton             Tasoth
4 = Floater           Mixed Crew
5 = Celatid1
6 = Silacoid2
7 = Chryssalid
8 = Reaper
9 = Sectopod
10 = Cyberdisc

1 Editing Celatids as a main race works and sometimes a Silacoid shows up as well.
2 Values 6 or greater produce unpredictable results. Usually the mission crashes (probably due to rank problems) but when it doesn't there are strange issues.

  • 38-39 (2 Bytes) - UFO Attack timer.
  • 40-41 (2 Bytes) - UFO Escape manuever timer.
  • 42-43 (2 Bytes) - Craft status. Is an index within ENGLISH.DAT for string.
0 - Ready
1 - Out
2 - Repairs
3 - Refueling
4 - Re-arming

The rest of the known values detail the items on board of the craft. 49-98 refer to offsets 0-49 in OBDATA.DAT.

  • 44 (1 Byte) - Tank/Cannon
  • 45 (1 Byte) - Tank/Rocket Launcher
  • 46 (1 Byte) - Tank/Laser Cannon
  • 47 (1 Byte) - Hover Tank/Plasma
  • 48 (1 Byte) - Hover Tank/Launcher
  • 49 (1 Byte) - PISTOL
  • 50 (1 Byte) - PISTOL CLIP
  • 51 (1 Byte) - RIFLE
  • 52 (1 Byte) - RIFLE CLIP
  • 53 (1 Byte) - HEAVY CANNON
  • 54 (1 Byte) - CANNON AP-AMMO
  • 55 (1 Byte) - CANNON HE-AMMO
  • 56 (1 Byte) - CANNON I-AMMO
  • 57 (1 Byte) - AUTO-CANNON
  • 58 (1 Byte) - AUTO-CANNON AP-AMMO
  • 59 (1 Byte) - AUTO-CANNON HE-AMMO
  • 60 (1 Byte) - AUTO-CANNON I-AMMO
  • 61 (1 Byte) - ROCKET LAUNCHER
  • 62 (1 Byte) - SMALL ROCKET
  • 63 (1 Byte) - LARGE ROCKET
  • 64 (1 Byte) - INCENDIARY ROCKET
  • 65 (1 Byte) - LASER PISTOL
  • 66 (1 Byte) - LASER GUN
  • 67 (1 Byte) - HEAVY LASER
  • 68 (1 Byte) - GRENADE
  • 69 (1 Byte) - SMOKE GRENADE
  • 70 (1 Byte) - PROXIMITY GRENADE
  • 71 (1 Byte) - HIGH EXPLOSIVE
  • 72 (1 Byte) - MOTION SCANNER
  • 73 (1 Byte) - MEDI-KIT
  • 74 (1 Byte) - PSI-AMP
  • 75 (1 Byte) - STUN ROD
  • 76 (1 Byte) - Flare
  • 77 (1 Byte) - empty
  • 78 (1 Byte) - empty
  • 79 (1 Byte) - empty
  • 80 (1 Byte) - CORPSE
  • 81 (1 Byte) - CORPSE & ARMOUR
  • 82 (1 Byte) - CORPSE & POWER SUIT
  • 83 (1 Byte) - Heavy Plasma
  • 84 (1 Byte) - Heavy Plasma Clip
  • 85 (1 Byte) - Plasma Rifle
  • 86 (1 Byte) - Plasma Rifle Clip
  • 87 (1 Byte) - Plasma Pistol
  • 88 (1 Byte) - Plasma Pistol Clip
  • 89 (1 Byte) - BLASTER LAUNCHER
  • 90 (1 Byte) - BLASTER BOMB
  • 91 (1 Byte) - SMALL LAUNCHER
  • 92 (1 Byte) - STUN MISSILE
  • 93 (1 Byte) - ALIEN GRENADE
  • 94 (1 Byte) - ELERIUM-115
  • 95 (1 Byte) - MIND PROBE
  • 96 (1 Byte) - >>UNDEFINED <<
  • 97 (1 Byte) - >> empty <<
  • 98 (1 Byte) - >> empty <<
  • 99 (1 Byte) - Unknown
  • 100-103 (4 Bytes) - Bitfield (only 1st byte is used)
bit 0 (1): Craft is in hangar (0=craft's been flew away)
bit 1 (2): Want to go home (set after mission or when out of fuel), blocks craft from re-targeting
bit 2 (4): [runtime] Out of elerium (0=fueled)
bit 3 (8): [runtime] Out of left ammo (0=left weapon rearmed)
bit 4 (16): [runtime] Out of right ammo (0=right weapon rearmed)
bit 5 (32): [runtime] Flag of processed UFO in interception window, to avoid multiple
          escape/attack timers decrementing in case when UFO is pursued in more than 1 window at once.
bit 6 (64): Hyperwaved extra info

See Also