Species defs.tbl

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FSO Revision: 10131
Note: Please update the version when the page is updated. If your edit had nothing to do with new code entries then please do not edit the version


The species_defs.tbl is a new table added by the Source Code Project which allows the addition of new species types in addition to Terran, Vasudan and Shivan, or to replace these three species. New species can have individual briefing icons, thruster glows, shield hit anis, debris fields, and FRED menu colours. Any new species added here must be added to icons.tbl, asteroid.tbl and sounds.tbl if the game is to work.


This table is one of the Modular Tables and can be extended with xxx-sdf.tbm

List of Tables

Species Entry

$Species_Name:

FS2 Open 3.6.10:
  • Defines the name of the species.
  • Syntax: String
    • Example: Shivan


$Default IFF:

FS2 Open 3.6.10:
  • Defines the species default IFF in FRED.
  • Syntax: String, name of the IFF, either as default IFF types or as define in iff_defs.tbl
    • Example: Hostile


$FRED Color::

FS2 Open 3.6.10:
  • Also $FRED Colour:
  • Defines the color used in FRED for this species
  • If not defined the fred defaults color to black ( 0, 0, 0 )
  • Syntax: ( Color ), three integers, 0 to 255, red, green and blue respectively
    • Example: ( 255, 0, 0 )


+Debris_Texture:

FS2 Open 3.6.10:
  • Defines the name of the standard texture applied to particle-like impact-effect and 'vaporized' ship debris.
  • Syntax: String, filename
    • Example: debris01c

+Shield_Hit_ani:

FS2 Open 3.6.10:
  • Defines the name of the ani file projected to a species shield mesh when hit.
  • Syntax: String, filename
    • Example: shivanshield
Note: The animations fps value is ignored, instead any animation plays for 0.75 secs with all frames playing at equal intervals. Additionally, only the first 75% of the animations frames are currently used (a bug!)
Note: The retail shieldhit01a.ani has 21 frames and 30 fps, which if it were not ignored would mean a playtime of 0.7secs

$ThrustAnims:

FS2 Open 3.6.10:
  • +Normal: or +Pri_Normal:
    • Defines name of standard thruster animation.
    • This maps the image onto the mesh thrusters.
    • Syntax: String, filename or <none>
      • Example: thruster03
  • +Afterburn: or +Pri_Afterburn:
    • Defines name of afterburn thruster animation.
    • This maps the image onto the mesh thrusters.
    • Syntax: String, filename or <none>
      • Example: thruster03a
  • +Sec_Normal:
    • Defines name of secondary standard thruster animation.
    • This is rendered as a plane, the image is centered but on the left edge of the image, and located at each of the engines. This causes the image to flicker in size. it also grows and shrinks depending on the thrust.
    • Syntax: String, filename
      • Example: thruster02-03
  • +Sec_Afterburn:
    • Defines name of secondary afterburn thruster animation.
    • This is rendered as a plane, the image is centered but on the left edge of the image, and located at each of the engines. This causes the image to flicker in size. it also grows and shrinks depending on the thrust.
    • Syntax: String, filename
      • Example: thruster02-03a
  • +Ter_Normal:
    • Defines name of tertiary standard thruster animation.
    • This is rendered as a halo, the image is centered, and located at each of the engines. This will always be facing the player directly. Used for an engine glow that flickers in size.
    • Syntax: String, filename
      • Example: thruster03-03
  • +Ter_Afterburn:
    • Defines name of tertiary afterburn thruster animation.
    • This is rendered as a halo, the image is centered, and located at each of the engines. This will always be facing the player directly. Used for an engine glow that flickers.
    • Syntax: String, filename
      • Example: thruster03-03a
FS2 Open, 3.6.14:
  • +Dist_Normal:
    • Defines name of normal thruster distortion envelope animation.
    • This is the alpha envelope of the thruster distortion. It will take the brightness of the texture multiply it by 10 and use that as the alpha value for the distortion effect.
    • Syntax: String, filename
      • Example: thruster02-03
  • +Dist_Afterburn:
    • Defines name of afterburner thruster distortion envelope animation.
    • This is the alpha envelope of the thruster distortion. It will take the brightness of the texture multiply it by 10 and use that as the alpha value for the distortion effect.
    • Syntax: String, filename
      • Example: thruster02-03a

$ThrustGlows:

FS2 Open 3.6.10:
  • +Normal:
    • Defines name of standard thruster glow bitmap.
    • Syntax: String, filename or <none>
      • Example: thrusterglow03
  • +Afterburn:
    • Defines name of standard thruster glow bitmap.
    • Syntax: String, filename or <none>
      • Example: thrusterglow03a


$AwacsMultiplier:

FS2 Open 3.6.10:
  • Defines the awacs multiplier. All ships belonging to the species have their awacs range multiplied by this number.
  • Syntax: Float, (multiplier)
    • Example: 1.25

$Countermeasure Type:

FS2 Open, 3.7.2:
  • Works just like the $Countermeasure Type: on a ship class basis. If you specify one for the species, you won't have to specify one for each ship class of that species.

Sample Entry

#SPECIES DEFS

;------------------------
; Terran
;------------------------
$Species_Name: Terran
$Default IFF: Friendly
$FRED Color: ( 0, 0, 192 )
$MiscAnims:
   +Debris_Texture: debris01a
   +Shield_Hit_ani: shieldhit01a
$ThrustAnims:
   +Normal: thruster01
   +Afterburn: thruster01a
$ThrustGlows:
   +Normal: thrusterglow01
   +Afterburn: thrusterglow01a
$AwacsMultiplier: 1.00

;------------------------
; Vasudan
;------------------------
$Species_Name: Vasudan
$Default IFF: Friendly
$FRED Color: ( 0, 128, 0 )
$MiscAnims:
   +Debris_Texture: debris01b
   +Shield_Hit_ani: shieldhit01a
$ThrustAnims:
   +Normal: thruster02
   +Afterburn: thruster02a
$ThrustGlows:
   +Normal: thrusterglow02
   +Afterburn: thrusterglow02a
$AwacsMultiplier: 1.25

;------------------------
; Shivan
;------------------------
$Species_Name: Shivan
$Default IFF: Hostile
$FRED Color: ( 192, 0, 0 )
$MiscAnims:
   +Debris_Texture: debris01c
   +Shield_Hit_ani: shieldhit01a
$ThrustAnims:
   +Normal: thruster03
   +Afterburn: thruster03a
$ThrustGlows:
   +Normal: thrusterglow03
   +Afterburn: thrusterglow03a
$AwacsMultiplier: 1.50

#END