UNITPOS.DAT

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Revision as of 04:14, 10 February 2008 by Bomb Bloke (talk | contribs) (Hooray for Seb76)
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Stores positioning information for units in the playing field. Each large unit takes four individual records, small units have one record each.

There are 80 records of 14 values of one byte each. 1120 bytes in total. The same format is used by the files UNIPOS.DAT, and the MissDat version of UNITPOS.DAT.

Structure

0/00 - Y position. 255 if unit specifically unused.

1/01 - X position.

2/02 - Z position. (0 is top level).

3/03 - ???

4-7/04-07 - A four byte value pointing to the memory location of the corresponding UNITREF.DAT record. Probably somewhat redundant when stored to disk (as it'd need to be re-written as soon as you load the game anyway).

8/08 - ???

At the beginning of combat all X-Com controlled units are set to 255, and aliens to 1. When a unit is spotted, or even hits (I believe even with AoE) the units involved will have this counter set to 0. Every turn the unit is not seen by the other side this counter increments by 1 (and I assume maxes at 255). See the discussion page for more.

- Pi Masta

9/09 - Owner flag. Possible values:

  0: X-Com
  1: Alien
  2: Civilian

10/0A - Unit info flags. Bits (from left to right, 87654321):

  (  1) 1: 0 = Invisible, 1 = visible (i.e., unit has been spotted by the enemy).
  (  2) 2: 0 = Dead or unconcious, 1 = active.
  (  4) 3: 0 = Small unit, 1 = big unit.
  (  8) 4: 0 = Left section of unit, 1 = right side of unit.
  ( 16) 5: 0 = Upper side of unit, 1 = lower side of unit.
  ( 32) 6: Only seems to flag for certain tank parts. Could be where tank will fire from?
  ( 64) 7: 0 = Normal, 1 = under mind control.
  (128) 8: Unused?

Ignore bits 4 and 5 if bit 3 is unflagged.

11/0B - ??? Unknown, never seen it flag.

12/0C - ??? Unknown, never seen it flag.

13/0D - ??? Unknown, never seen it flag.

See Also