https://wiki.hard-light.net/api.php?action=feedcontributions&user=Alan+Bolte&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-19T12:50:11ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=EA_Poseidon&diff=42674EA Poseidon2013-08-18T13:50:09Z<p>Alan Bolte: spellcheck</p>
<hr />
<div>{{TBP}}<br />
{{TBP_Ships|name=EA Poseidon}}<br />
{{TBP_Shipimage|image=[[Image:TBP Poseidon.png|320px]]|caption=The EA Poseidon-Class}}<br />
<br />
<br />
==Description==<br />
===Tech Room Description===<br />
While the Omega prototypes were still in field testing, Earth Force Commanders sought to add to their fleet a class of ship capable of commanding an entire battlegroup from outside core Earth Alliance space. The Omegas would provide the backbone of the new Post-War fleet, as well as providing a long range patrol vessel, but could not function as a large scale flagship. Seeking to remedy this shortcoming, the Senate approved construction of the Poseidon class super-carrier, which would not only contain all on-board facilities for Generals and Admirals to command large scale fleet deployments, but also be a home for four times the number of fighter squadrons carried by the Omega. To avoid drawing supplies for the Omegas, design engineers were able to incorporate components from uncompleted Nova class hulls, which could not be converted to the Omega design. For a warship of its size, the Poseidon mounts relatively few turrets, incorporating a pair of X-Ray Laser weapons on either side of its broad forward hull, as well as four phalanx defense turrets near the habitat and engine section. Fortunately, with its vast number of fighter squadrons and support ships guarding it, a Poseidon is rarely threatened by an assault, and only enters combat as a last resort. Only five of these vessels have been commissioned into Earth Force service.<br />
===Veteran Comments===<br />
<br />
==Performance==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Carrier<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Earth Alliance<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| poor<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 30 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Heavy Capital<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 150000<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| ?<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| EA XRay Laser<br />
| 2<br />
|- align="center"<br />
| EA Phalanx<br />
| 4<br />
|-}</div>Alan Boltehttps://wiki.hard-light.net/index.php?title=GTCv_Diomedes&diff=42585GTCv Diomedes2013-06-15T22:20:31Z<p>Alan Bolte: </p>
<hr />
<div>{{BPArticle}}<br />
<br />
:''For the original ship, see [[GTMf Sparta]].''<br />
:''For the canonical [[GTCv Deimos|Deimos]]-class corvette that appeared in [[The Sicilian Defense]], see the [[FreeSpace 2 Terran Ship Database#GTCv Diomedes|FreeSpace 2 Terran Ship Database]]<br />
<br />
[[Image:Gtcvdiomedes.jpg|thumb|right|480px|The original GTCv Diomedes, a modified GTMf Sparta, as shown in War in Heaven.]]<br />
[[Image:Gtcvdiomedes10.png|thumb|right|480px|The new GTCv Diomedes by Aesaar.]]<br />
<br />
==Description:==<br />
===Blue Planet: War in Heaven Tech Description===<br />
Conceptualized early in the Threat Exigency Initiative warship program, the ''Diomedes''-class strike corvette was shaped by the necessities of two worlds: the tactical realities of the post-Capella battlefield and the political turmoil of a Fleet in crisis.<br />
<br />
[[GTVA]] designers conceived the [[GTCv Chimera|''Chimera'']] and [[GTCv Bellerophon|''Bellerophon'']]-class corvettes hand in hand with new doctrines of massive force application. These designs were intentionally overspecialized to neutralize [[Shivan]] destroyers and juggernauts with beam alpha strikes. Strike craft support, aggressive subspace maneuvering, and sheer shock would, it was argued, allow the ''Chimera'' and ''Bellerophon'' to outrun their own design weaknesses.<br />
<br />
But more conservative factions of the GTVA military agitated for a less specialized next-generation design, a successor to and improvement upon the still-young [[GTCv Deimos|''Deimos'']] corvette. Politically, they needed a warship that would fit the operational profile of line as well as elite units, but they also offered compelling tactical reasoning. Agile, aggressive combatants lacked the staying power for prolonged defensive operations at hardpoints, nodes, or convoys. A cheaper, more all-round design could supplement ''Deimos'' production with a powerful corvette leader or a supporting element to cover the flanks of destroyers or sister corvettes. Other camps in the Fleet added their own requirements: the addition of a fighterbay would open up possibilities as an [[Special Operations Command|SOC]] platform, or in the independent strike role through organic escorts or bombers. Missile launchers and magazines would allow for selectable munition loads.<br />
<br />
The notional ''Diomedes'' became a rallying point for design schools who had been pushed out of the main thrust of Threat Exigency Initiative work. The design went forward, but these competing requirements should have produced a catastrophic compromise.<br />
<br />
Instead, GTVA designers produced a fascinating warship, one whose weaknesses are addressed by carefully counterpointed strengths. Armed with four [[TerSlashBlue|Bull Frost]] next-generation anti-warship beams in a pair of twinned lateral batteries, the ''Diomedes'' relies on its startling agility to bring its firepower to bear. Designed to engage targets abeam, the class rewards flanking tactics and circling engagements against larger hostiles and aggressive action against multiple lighter opponents. Considerable sacrifices were made to operationalize the ship's fighterbay, but the potency of an on-board interceptor or bomber unit justified the cost, particularly in the areas of point defense and counter-air.<br />
<br />
Even as the GTVA has cracked down on its own patronage system, dissolving the lines of influence that connected warship designers and commanders to particular schools, the Diomedes has acquired a reputation for scrappy flexibility and solitary pluck. Neglected by formal doctrine on the eve of the [[UEF]]-GTVA conflict except as a general 'flank escort' and 'fast response expedient', ''Diomedes'' captains drilled their own tactics and built a quiet professional community.<br />
<br />
The ongoing conflict has found the ''Diomedes'' thrown into the fire, often alone, often undersupported, acting on sketchy intelligence to provide decisive force at key moments. Casualties among the ''Diomedes'' class exceed that of any other next-generation warship, but GTVA commanders have taken note of the design's successes, and of the discipline and capability of her crews. Once seen as the ugly duckling of the TEI warship line, the ''Diomedes'' now finds itself in strategic and tactical demand.<br />
<br />
===Developer Notes===<br />
N/A<br />
<br />
===Name Origin===<br />
In Greek mythology, Diomedes (Διομήδης) was a hero of the [[Wikipedia:Trojan War|Trojan War]]. The nephew of Herakles and considered the second-best warrior amongst the Achaeans (behind Ajax), Diomedes eventually became king of Argos.<br />
===Credits===<br />
* Original model by '''Stratcomm'''<br />
* New model by '''Aesaar'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship_box<br />
|name = GTCv ''Diomedes''<br />
|type = Strike Corvette<br />
|manufacturer =<br />
|maneuverability =<br />
|yaw_pitch_roll = 48.0, 52.0, 42.0<br />
|max_velocity = 25<br />
|max_ab_velocity =<br />
|max_ab_duration =<br />
|armor = <br />
|hitpoints = 85 000<br />
|shields =<br />
|length = 1162<br />
|gun_bank_1 =<br />
|gun_bank_2 =<br />
|gun_bank_3 =<br />
|missile_bank_1 =<br />
|missile_bank_2 =<br />
|missile_bank_3 =<br />
|missile_bank_4 =<br />
|countermeasures =<br />
|turrets =<br />
|containers = <br />
|fighters = 12 - 16<br />
}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
| colspan=2 style="background:#191970;"| '''Aesaar's Upgrade'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[TerSlashBlue]]<br />
| 4<br />
| [[TerSlashBlue]]<br />
| 4<br />
|- align="center"<br />
| [[STerPulse]]<br />
| 5<br />
| [[STerPulse]]<br />
| 5<br />
|- align="center"<br />
| [[AAAf]]<br />
| 4<br />
| [[AAAf]]<br />
| 5<br />
|- align="center"<br />
| [[Terran Turret 2]]<br />
| 4<br />
| [[Terran Turret 2]]<br />
| 5<br />
|- align="center"<br />
| [[GTM Piranha|Piranha]]<br />
| 2<br />
| [[GTM Piranha|Piranha]]<br />
| 2<br />
|}<br />
<br />
==Veteran Comments==<br />
{{Comment|''The Diomedes' primary armament, consisting of four [[TerSlashBlue]]s, is placed on the port and starboard bow of the vessel. This makes the corvette good at attacking to the flanks, but it has trouble engaging targets directly forward or aft.''<br />
<br />
<br />
''As with the older [[GTCv Deimos|Deimos]] vessels, being around a Diomedes engagement is dicey business, not only do you need to worry about anti-fighter defenses, but the slash beams tend to slash right through fighters. The point defenses of the Diomedes are quite significant, with Aesaars model including five AAA beams - but it's still not as well defended as a Chimera. That said, flying close to these things is typically a bad move. They are also significantly harder to de-fang than the Chimera or Bellerophon.''<br />
<br />
<br />
''This ship has great potential, but suffers from a major, glaring flaw: a huge sparsity of turrets on large sections of the ship. The wings/fins, in particular, feature a single AAA beam that shares most of its coverage with another AAA beam on the sloped sides of the radar tower. Given that the Diomedes has a major advantage in point-defenses over other corvettes (in the form of a dedicated fighter bay), this flaw is also rather unnecessary. The Diomedes is also completely lacking in forward armament, and its rear-facing armament isn't all that great, either. Where the Deimos corvette achieves much of its success from having turrets all over its surfaces and excellent field of fire, the Diomedes is jarringly barren in the turret department. Approach from the rear and you'll avoid most of the point-defenses; as a capship, approaching from forward, behind, and directly below will also put you out of range of the slash beams, as well.''<br />
<br />
<br />
''It's basically a pocket destroyer and is usually deployed on its own as an independent strike corvette. It actually '''can''' fire its four [[TerSlashBlue|TerSlashBlues]] on a single target if it is directly on top of it, because of the angle of the dishes. This gives it 25% '''more''' DPS than a [[GTCv Chimera|Chimera]], and on par with the [[GTCv Bellerophon|Bellerophon]], when only taking beams into account (1698 DPS for the Chimera, 2152 for the Dio, 2232 for the Bellerophon). With the thick point defenses '''and''' the fighterbay, you basically have the scariest corvette-sized warship of the BP universe right here. So, it is no wonder they are often deployed alone. Some say this ship is equivalent to the [[UEFg Karuna]], but in most circumstances it is superior by a significant margin.''<br />
<br />
<br />
''About its comparison with the [[GTCv Chimera|Chimera]] in the post above, it's very important to note that it's very difficult to get a target within the narrow angle above the Diomedes in order to use all four of its beams on the same target. Even then, because of the angle involved, the accuracy won't be as good as it normally is, either. Factor in how slash beams rarely do full damage (although the [[TerSlashBlue]] is much better than others in that regard), and the damage output of this ship on a single target can become much smaller than a [[GTCv Chimera|Chimera]] under some circumstances. The Diomedes is also noticeably larger than a [[GTCv Chimera|Chimera]], although that is easily explained by the presence of the fighterbay to begin with.''<br />
}}<br />
<br />
==Related Links:==<br />
*Release thread:<br />
**'''[http://www.hard-light.net/forums/index.php?topic=80495.0 Warships of the TEI | Hard Light forums]'''<br />
<br />
[[Category: User-made Ships]]<br />
[[Category: Blue Planet]]<br />
[[Category:Blue Planet ships]]</div>Alan Boltehttps://wiki.hard-light.net/index.php?title=Battle_of_the_Wilderness&diff=36786Battle of the Wilderness2011-09-17T22:04:38Z<p>Alan Bolte: Wait, nevermind, you don't actually get to use it, it's just added to the tech room.</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Feint! Parry! Riposte!|Previous Mission]] or [[...But Hate the Traitor|SOC Loop 1]]<br />
| [[FreeSpace 2 Campaign Walkthrough]]<br />
| [[A Game of TAG|Next Mission]]<br />
|-<br />
|}<br />
<br />
'''ACT 2, MISSION 1'''<br />
<br />
'''Fighter squadron:''' [[134th Barracudas]]<br />
<br />
'''Description:''' The 134th protects a convoy carrying the prototype TAG missile and tests the functionality of the GTA ''Charybdis'' in the nebula. <br />
<br />
----<br />
==Background==<br />
Alpha wing of the 134th Barracudas is assigned to guard two transports carrying the [[GTM TAG-A|prototype Target Acquisition and Guidance (TAG) missile system]] to a rendezvous point with the GTCv ''Warspite'', deep within the nebula beyond [[Gamma Draconis]]. The GTA ''Lucidity'' provides AWACS support and its usefulness in combat is evaluated in this mission.<br />
<br />
==Walkthrough==<br />
This is a long and boring mission. The swirling gases of the nebula make combat difficult, so pick your shots. Don't be afraid to use your secondaries; a double bank of [[GTM Harpoon]]s can be put to good use here.<br />
<br />
The convoy you are tasked to defend consists of the ''Erinpura'' and ''Vauban'', both [[GTFr Triton|''Triton''-class freighters]]. A short distance behind them, the ''Lucidity'', a [[GTA Charybdis|''Charybdis''-class AWACS]], provides long-range sensor support.<br />
<br />
At least one of the freighters must survive in order to complete the mission. You can allow the cargo to be destroyed, as the mission script will not recognize that it was lost. It is unlikely that the cargo will be destroyed in any case, as the Shivans target the freighters directly. The Shivans will use fighters and a few bombers to attack the convoy. As always, prioritize bombers before fighters.<br />
<br />
The SC ''Malor'', a [[SC Cain|''Cain''-class cruiser]], will also attack the convoy. The Cain class is the weakest of all Shivan cruisers, so you won't find it difficult to destroy. In addition, the Cain's main gun appears to be locked, so it probably will not pose too much of a threat to the freighters or to your wingmen. Try to destroy the cruiser's anti-fighter beam to give you and your wingmen an easier time taking her out. Once the two freighters have reached the GTCv ''Warspite'', the mission is complete and you may return to base.<br />
<br />
If things get too hot, a wing of Medusa bombers are at your disposal. Call them in if the freighters are in danger of being destroyed by the ''Malor'', which is unlikely if you act fast enough.<br />
<br />
==Total number of forces==<br />
<br />
<br />
{| border=0 align=center<br />
<br />
{|border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#3C1E1E; font-size: 150%" |<br />
'''Forces involved'''<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Belligerents'''<br />
|- align="left"<br />
| style="width:160px" |<br />
*[[Galactic Terran-Vasudan Alliance|GTVA]]<br />
| style="width:160px" |<br />
*[[Shivans]]<br />
|- align="center"<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Ships'''<br />
|- align="left"<br />
| style="width:160px" | <br />
*1 [[GTCv Deimos|GTC ''Deimos'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTCv Warspite|''Warspite'']]<br />
<br />
*1 [[GTA Charybdis|GTA ''Charybdis'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTA Lucidity|''Lucidity'']]<br />
<br />
*2 [[GTFR Triton|GTFr ''Triton'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Erinpura|''Erinpura'']]<br />
*** Docked: ''TC 28''<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Vauban|''Vauban'']]<br />
*** Docked: ''TC 27''<br />
<br />
*2 [[TC-TRI|TC-TRI Containers]]<br />
** ''TC 27''<br />
*** Cargo: ''TAG Missiles''<br />
** ''TC 28''<br />
*** Cargo: ''TAG Missiles''<br />
<br />
| style="width:160px" |<br />
*1 [[SC Cain|SC ''Cain'']]<br />
** [[FreeSpace 2 Shivan Ship Database#SC Malor|''Malor'']]<br />
|- align="center"<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Spacecraft'''<br />
|- align="left"<br />
| style="width:160px" | <br />
*4-8 [[GTF Perseus|GTF ''Perseus'']]<br />
** '''''Alpha''''' (4)<br />
** ''Beta'' (4) (*)<br />
<br />
*0-2 [[GTB Medusa|GTB ''Medusa'']]<br />
** ''Zeta'' (2) (*)<br />
| style="width:160px" |<br />
*8 [[SF Manticore|SF ''Manticore'']]<br />
** ''Scorpio'' (4) '''*2 waves'''<br />
<br />
*8 [[SF Mara|SF ''Mara'']]<br />
** ''Libra'' (4) '''*2 waves'''<br />
<br />
*3 [[SF Basilisk|SF ''Basilisk'']]<br />
** ''Cancer'' (3)<br />
<br />
*6 [[SB Nephilim|SB ''Nephilim'']]<br />
** ''Virgo'' (2) '''*3 waves'''<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Casualties'''<br />
|- align="left"<br />
| style="width:160px" | <br />
*0-1 [[GTA Charybdis|GTA ''Charybdis'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTA Lucidity|''Lucidity'']]<br />
<br />
*0-1 [[GTFR Triton|GTFr ''Triton'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Erinpura|''Erinpura'']]<br />
*** Docked: ''TC 28''<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Vauban|''Vauban'']]<br />
*** Docked: ''TC 27''<br />
<br />
*0-2 [[TC-TRI|TC-TRI Containers]]<br />
** ''TC 27''<br />
*** Cargo: ''TAG Missiles''<br />
** ''TC 28''<br />
*** Cargo: ''TAG Missiles''<br />
<br />
<br />
*3-7 [[GTF Perseus|GTF ''Perseus'']]<br />
** '''''Alpha''''' (3)<br />
** ''Beta'' (4) (*)<br />
<br />
*0-2 [[GTB Medusa|GTB ''Medusa'']]<br />
** ''Zeta'' (2) (*)<br />
<br />
| style="width:160px" |<br />
*1 [[SC Cain|SC ''Cain'']]<br />
** [[FreeSpace 2 Shivan Ship Database#SC Malor|''Malor'']]<br />
<br />
<br />
*0-8 [[SF Manticore|SF ''Manticore'']]<br />
** ''Scorpio'' (4) '''*2 waves'''<br />
<br />
*0-8 [[SF Mara|SF ''Mara'']]<br />
** ''Libra'' (4) '''*2 waves'''<br />
<br />
*0-3 [[SF Basilisk|SF ''Basilisk'']]<br />
** ''Cancer'' (3)<br />
<br />
*0-6 [[SB Nephilim|SB ''Nephilim'']]<br />
** ''Virgo'' (2) '''*3 waves'''<br />
|- align="center"<br />
<br />
|}<br />
<br />
'''''(*) Beta and Zeta wings are reinforcements the player can call in at his discretion'''''<br />
<br />
==New equipment==<br />
* [[GTW Morning Star]]<br />
<br />
==Technical information==<br />
{{MissionInfo|SM2-01.fs2|61.1 KB|James Agay|30 (+4 waypoints)|7|38|22|5: Deuteronomy|Brief1}}<br />
<br />
[[Category:Main FreeSpace 2 Campaign]]</div>Alan Boltehttps://wiki.hard-light.net/index.php?title=Battle_of_the_Wilderness&diff=36785Battle of the Wilderness2011-09-17T22:00:42Z<p>Alan Bolte: /* New equipment */ Added EMP</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Feint! Parry! Riposte!|Previous Mission]] or [[...But Hate the Traitor|SOC Loop 1]]<br />
| [[FreeSpace 2 Campaign Walkthrough]]<br />
| [[A Game of TAG|Next Mission]]<br />
|-<br />
|}<br />
<br />
'''ACT 2, MISSION 1'''<br />
<br />
'''Fighter squadron:''' [[134th Barracudas]]<br />
<br />
'''Description:''' The 134th protects a convoy carrying the prototype TAG missile and tests the functionality of the GTA ''Charybdis'' in the nebula. <br />
<br />
----<br />
==Background==<br />
Alpha wing of the 134th Barracudas is assigned to guard two transports carrying the [[GTM TAG-A|prototype Target Acquisition and Guidance (TAG) missile system]] to a rendezvous point with the GTCv ''Warspite'', deep within the nebula beyond [[Gamma Draconis]]. The GTA ''Lucidity'' provides AWACS support and its usefulness in combat is evaluated in this mission.<br />
<br />
==Walkthrough==<br />
This is a long and boring mission. The swirling gases of the nebula make combat difficult, so pick your shots. Don't be afraid to use your secondaries; a double bank of [[GTM Harpoon]]s can be put to good use here.<br />
<br />
The convoy you are tasked to defend consists of the ''Erinpura'' and ''Vauban'', both [[GTFr Triton|''Triton''-class freighters]]. A short distance behind them, the ''Lucidity'', a [[GTA Charybdis|''Charybdis''-class AWACS]], provides long-range sensor support.<br />
<br />
At least one of the freighters must survive in order to complete the mission. You can allow the cargo to be destroyed, as the mission script will not recognize that it was lost. It is unlikely that the cargo will be destroyed in any case, as the Shivans target the freighters directly. The Shivans will use fighters and a few bombers to attack the convoy. As always, prioritize bombers before fighters.<br />
<br />
The SC ''Malor'', a [[SC Cain|''Cain''-class cruiser]], will also attack the convoy. The Cain class is the weakest of all Shivan cruisers, so you won't find it difficult to destroy. In addition, the Cain's main gun appears to be locked, so it probably will not pose too much of a threat to the freighters or to your wingmen. Try to destroy the cruiser's anti-fighter beam to give you and your wingmen an easier time taking her out. Once the two freighters have reached the GTCv ''Warspite'', the mission is complete and you may return to base.<br />
<br />
If things get too hot, a wing of Medusa bombers are at your disposal. Call them in if the freighters are in danger of being destroyed by the ''Malor'', which is unlikely if you act fast enough.<br />
<br />
==Total number of forces==<br />
<br />
<br />
{| border=0 align=center<br />
<br />
{|border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#3C1E1E; font-size: 150%" |<br />
'''Forces involved'''<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Belligerents'''<br />
|- align="left"<br />
| style="width:160px" |<br />
*[[Galactic Terran-Vasudan Alliance|GTVA]]<br />
| style="width:160px" |<br />
*[[Shivans]]<br />
|- align="center"<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Ships'''<br />
|- align="left"<br />
| style="width:160px" | <br />
*1 [[GTCv Deimos|GTC ''Deimos'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTCv Warspite|''Warspite'']]<br />
<br />
*1 [[GTA Charybdis|GTA ''Charybdis'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTA Lucidity|''Lucidity'']]<br />
<br />
*2 [[GTFR Triton|GTFr ''Triton'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Erinpura|''Erinpura'']]<br />
*** Docked: ''TC 28''<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Vauban|''Vauban'']]<br />
*** Docked: ''TC 27''<br />
<br />
*2 [[TC-TRI|TC-TRI Containers]]<br />
** ''TC 27''<br />
*** Cargo: ''TAG Missiles''<br />
** ''TC 28''<br />
*** Cargo: ''TAG Missiles''<br />
<br />
| style="width:160px" |<br />
*1 [[SC Cain|SC ''Cain'']]<br />
** [[FreeSpace 2 Shivan Ship Database#SC Malor|''Malor'']]<br />
|- align="center"<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Spacecraft'''<br />
|- align="left"<br />
| style="width:160px" | <br />
*4-8 [[GTF Perseus|GTF ''Perseus'']]<br />
** '''''Alpha''''' (4)<br />
** ''Beta'' (4) (*)<br />
<br />
*0-2 [[GTB Medusa|GTB ''Medusa'']]<br />
** ''Zeta'' (2) (*)<br />
| style="width:160px" |<br />
*8 [[SF Manticore|SF ''Manticore'']]<br />
** ''Scorpio'' (4) '''*2 waves'''<br />
<br />
*8 [[SF Mara|SF ''Mara'']]<br />
** ''Libra'' (4) '''*2 waves'''<br />
<br />
*3 [[SF Basilisk|SF ''Basilisk'']]<br />
** ''Cancer'' (3)<br />
<br />
*6 [[SB Nephilim|SB ''Nephilim'']]<br />
** ''Virgo'' (2) '''*3 waves'''<br />
<br />
|- align="center"<br />
| colspan=2 style="background:#202020"| '''Casualties'''<br />
|- align="left"<br />
| style="width:160px" | <br />
*0-1 [[GTA Charybdis|GTA ''Charybdis'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTA Lucidity|''Lucidity'']]<br />
<br />
*0-1 [[GTFR Triton|GTFr ''Triton'']]<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Erinpura|''Erinpura'']]<br />
*** Docked: ''TC 28''<br />
** [[FreeSpace 2 Terran Ship Database#GTFr Vauban|''Vauban'']]<br />
*** Docked: ''TC 27''<br />
<br />
*0-2 [[TC-TRI|TC-TRI Containers]]<br />
** ''TC 27''<br />
*** Cargo: ''TAG Missiles''<br />
** ''TC 28''<br />
*** Cargo: ''TAG Missiles''<br />
<br />
<br />
*3-7 [[GTF Perseus|GTF ''Perseus'']]<br />
** '''''Alpha''''' (3)<br />
** ''Beta'' (4) (*)<br />
<br />
*0-2 [[GTB Medusa|GTB ''Medusa'']]<br />
** ''Zeta'' (2) (*)<br />
<br />
| style="width:160px" |<br />
*1 [[SC Cain|SC ''Cain'']]<br />
** [[FreeSpace 2 Shivan Ship Database#SC Malor|''Malor'']]<br />
<br />
<br />
*0-8 [[SF Manticore|SF ''Manticore'']]<br />
** ''Scorpio'' (4) '''*2 waves'''<br />
<br />
*0-8 [[SF Mara|SF ''Mara'']]<br />
** ''Libra'' (4) '''*2 waves'''<br />
<br />
*0-3 [[SF Basilisk|SF ''Basilisk'']]<br />
** ''Cancer'' (3)<br />
<br />
*0-6 [[SB Nephilim|SB ''Nephilim'']]<br />
** ''Virgo'' (2) '''*3 waves'''<br />
|- align="center"<br />
<br />
|}<br />
<br />
'''''(*) Beta and Zeta wings are reinforcements the player can call in at his discretion'''''<br />
<br />
==New equipment==<br />
* [[GTW Morning Star]]<br />
* [[GTM EMP Adv.]]<br />
<br />
==Technical information==<br />
{{MissionInfo|SM2-01.fs2|61.1 KB|James Agay|30 (+4 waypoints)|7|38|22|5: Deuteronomy|Brief1}}<br />
<br />
[[Category:Main FreeSpace 2 Campaign]]</div>Alan Boltehttps://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=23867Weapons.tbl2009-07-04T03:42:26Z<p>Alan Bolte: /* $Blast Force: */</p>
<hr />
<div>{{TableVersion|5211|5307}}<br />
<br />
<br />
==Special Case Weapons==<br />
===Beam Cannons===<br />
*'''REQUIRES: "beam" flag'''<br />
*'''REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''<br />
===Flak Guns===<br />
*'''REQUIRE: "flak" and "particle spew" flags'''<br />
*Must have inner and outer radius defined to have any effect.<br />
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.<br />
<br />
==Weapons Table==<br />
<br />
===General Format===<br />
*The weapons table consist of several sections<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>'''End''' before the next section.<br />
**<nowiki>#</nowiki>'''Primary Weapons'''<br />
***Defines all '''standard primaries weapons''' as well as '''beam cannons''' and '''flak cannons'''.<br />
**<nowiki>#</nowiki>'''Secondary Weapons'''<br />
***Defines all '''secondary weapons'''.<br />
**<nowiki>#</nowiki>'''Beam Weapons'''<br />
***I haven't got any ideas for this one.<br />
**<nowiki>#</nowiki>'''[[Weapons.tbl#Countermeasures|Countermeasures]]'''<br />
***Defines the used countermeasure.<br />
**'''$Player Weapon Precedence'''<br />
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).<br />
<br />
===Core Table===<br />
<br />
<br />
====$Name:====<br />
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box.<br>Two special characters can be used in the name: '''#''' and '''@'''. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].<br />
*Syntax: '''''String'''''<br />
<br />
====$Subtype:====<br />
{{Table3610| }}<br />
<br />
<br />
====+Title:====<br />
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything. Numerical value is a reference to translations in [[Tstrings.tbl]]<br />
*Syntax: XSTR('''''"String"''''', -1)<br />
<br />
<br />
====+Description:====<br />
*This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]<br />
<br />
=====Example=====<br />
<br />
<pre><br />
XSTR(<br />
"''Standard Issue<br />
''Level 3 Hull Damage<br />
''Level 2 Shield Damage''", -1)<br />
$end_multi_text<br />
</pre><br />
<br />
<br />
====+Tech Title:====<br />
*Title of the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: XSTR('''''"String"''''', -1)<br />
<br />
<br />
====+Tech Anim:====<br />
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: '''''String''''', animation filename<br />
**Example: ''Tech_Subach_HL-7''<br />
<br />
<br />
====+Tech Description:====<br />
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]<br />
<br />
=====Example=====<br />
<br />
<pre><br />
XSTR(<br />
"''The Subach-Innes HL-7...''", 3245)<br />
$end_multi_text<br />
</pre><br />
<br />
<br />
====$Tech Model:====<br />
{{Table3610|<br />
*Defines model used in wing loadout screen and in Tech Room for the weapon.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
====$HUD Image:====<br />
{{Table3610|<br />
*Defines the picture used to represent the weapon in HUD loadout list<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
====$Model File:====<br />
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not needed if a model has been defined for the weapon.<br />
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.<br />
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.<br />
*Syntax: '''''String.pof''''' or ''none'', model filename<br />
**Example: ''none''<br />
<br />
<br />
====$POF target LOD:====<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
====$External Model File:====<br />
{{Table3610|<br />
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
====$Submodel Rotation Speed:====<br />
{{Table3610|<br />
*Defines the rotation speed of the external weapon model<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====$Submodel Rotation Acceleration:====<br />
{{Table3610|<br />
*Defines the rotation acceleration of the external weapon model<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====@Laser Bitmap:====<br />
**The graphic file to be used as the weapon effect if no model is defined.<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
====@Laser Glow:====<br />
**The graphic file that determines the glow of the weapon effect if no model is defined<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
====@Laser Color:====<br />
**The color of the weapon effect when you fire it.<br />
**Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
***Example: ''250, 0, 0''<br />
<br />
<br />
====@Laser Color2:====<br />
**The color of the weapon effect at its maximum range.<br />
**Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
***Example: ''0, 0, 250''<br />
<br />
<br />
====@Laser Length:====<br />
**Length of the weapon effect.<br />
**Syntax: '''''Float''''', meters<br />
<br />
<br />
====@Laser Head Radius:====<br />
**Width of the head of the weapon effect.<br />
**Syntax: '''''Float''''', meters<br />
<br />
<br />
====@Laser Tail Radius:====<br />
**Width of the tail of the weapon effect.<br />
**Syntax: '''''Float''''', meters<br />
<br />
<br />
====$Mass:====<br />
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.<br />
*This is somehow multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. Also $Mass is used to calculate intensity of "shudder" effect if flagged.<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
====$Velocity:====<br />
*How fast the weapon travels. Is also used to define the weapon range, '''''$Velocity x $Lifetime = range'''''.<br />
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
====$Fire Wait:====<br />
*Time in seconds between firings<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
====$Damage:====<br />
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.<br />
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
====$Damage Type:====<br />
{{Table3610|<br />
*Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. '''REQUIRES ADDITIONAL TABLE'''.<br />
*Syntax: '''''String''''', name of the damage type as defined in [[armor.tbl]]}}<br />
<br />
<br />
====$Arm time:====<br />
{{Table3610|<br />
*Defines the time after the launch that is required before the weapon comes hot<br />
*If the time has not been reached when the weapon detonates the Dinky explosion is used<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
====$Arm distance:====<br />
{{Table3610|<br />
*Defines the distance from the firing ships that is required before the weapon comes hot<br />
*If the distance has not been reached when the weapon detonates the Dinky explosion is used<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
====$Arm radius:====<br />
{{Table3610|<br />
*Defines the distance from the target where the weapon will arm itself<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
====$Detonation Range:====<br />
{{Table3610|<br />
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
====$Detonation Radius:====<br />
{{Table3610|<br />
*Defines the distance between the target center point point and the weapon which detonates the weapon.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
====$Shockwave damage:====<br />
{{Table3610|<br />
*Override for the damage caused by shockwaves<br />
*Syntax: '''''Float''''', damage}}<br />
<br />
<br />
====$Shockwave Damage Type:====<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions<br />
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}<br />
<br />
<br />
====$Blast Force:====<br />
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
====$Inner Radius:====<br />
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
====$Outer Radius:====<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
====$Shockwave Speed:====<br />
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
====$Shockwave rotation:====<br />
{{Table3610|<br />
*Defines how the 3D shockwave is rotated.<br />
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}<br />
<br />
<br />
====$Shockwave model:====<br />
{{Table3610|<br />
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
====$Shockwave name:====<br />
{{Table3610|<br />
*Defines the name of the animation used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
====$Dinky shockwave:====<br />
{{Table3610|<br />
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at '''Arm time''' and '''Arm distance''' are not reached before impact<br />
*It uses exactly same entries as the standard shockwaves<br />
*'''''+Shockwave damage:'''''<br />
*'''''+Shockwave damage type:'''''<br />
*'''''+Blast Force:'''''<br />
*'''''+Inner Radius:'''''<br />
*'''''+Outer Radius:'''''<br />
*'''''+Shockwave Speed:'''''<br />
*'''''+Shockwave Rotation:'''''<br />
*'''''+Shockwave Model:'''''<br />
*'''''+Shockwave Name:'''''}}<br />
<br />
<br />
====$Armor Factor:====<br />
*Multiplier for the damage done to armor<br />
*Syntax: '''''Float''''', damage multiplier<br />
<br />
<br />
====$Shield Factor:====<br />
*Multiplier for the damage done to shields<br />
*Syntax: '''''Float''''', damage multiplier<br />
<br />
<br />
====$Subsystem Factor:====<br />
*Multiplier for the damage done to subsystems<br />
*Syntax: '''''Float''''', damage multiplier<br />
<br />
<br />
====$Lifetime Min:====<br />
{{Table3610|<br />
*Defines the minimum lifetime of the weapon<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
====$Lifetime Max:====<br />
{{Table3610|<br />
*Defines the maximum lifetime of the weapon<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
====$Lifetime:====<br />
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.<br />
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
====$Energy Consumed:====<br />
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
====$Cargo Size:====<br />
*Cargo size, is not used with non-ballistic primaries.<br />
*Amount of missiles available = Bank capacity / Cargo Size.<br />
*Syntax: '''''Float'''''<br />
<br />
====$Homing:====<br />
*Only for secondaries. You can't have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.<br />
*Defines if the missiles in question is homing<br />
*Syntax: '''''Boolean''''', yes or no<br />
*'''+Type:'''<br />
**Defines the homing method<br />
**Syntax: '''''String''''', ''ASPECT'' or ''HEAT''<br />
{{Table3610| An additional option, ''JAVELIN'', has been added. This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}<br />
*'''+Turn Time:'''<br />
**Defines how well missile maneuvers. Number of seconds it takes the missile to do a 360 degree circle<br />
**Syntax: '''''Float''''', seconds<br />
*'''+View Cone:'''<br />
**'''Heat-seeking missiles only''', this is then number of degrees the missile sees. Value / 2 gives the angle from the missile's centerline.<br />
**Syntax: '''''Float''''', degrees<br />
{{Table3610| Has been enabled also to aspect seekers as an option.}}<br />
<br />
*'''+Min Lock Time:'''<br />
**'''For aspect/javelin missiles only''', the minimum number of seconds to gain target lock<br />
**Syntax: '''''Float''''', seconds<br />
*'''+Lock Pixels/Sec:'''<br />
**'''For aspect/javelin missiles only''', pixels the aspect triangle moves per second while attempting lock-on<br />
**Syntax: '''''Integer''''', pixels per second<br />
*'''+Catch-up Pixels/Sec:'''<br />
**'''For aspect/javelin missiles only''', pixels moved per second while attempting to catch up to the target<br />
**Syntax: '''''Integer''''', pixels per second<br />
*'''+Catch-up Penalty:'''<br />
**'''For aspect/javelin missiles only''', extra pixels to move after catching up ????<br />
**Syntax: '''''Integer''''', pixels<br />
{{Table3610|<br />
*'''+Seeker Strength:'''<br />
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as '''cm type effectiveness'''/'''seeker strength'''.<br />
**Syntax: '''''Float''''', seeker strength}}<br />
<br />
<br />
====$Swarm:====<br />
*The number of missiles to fire per volley if it's a swarm missile<br />
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'.<br />
*Is incompatible with "Corkscrew" option.<br />
*Syntax: '''''Integer''''', number of shots in a swarm<br />
{{Table3610|<br />
*'''+SwarmWait:'''<br />
**Defines the time between weapons fired in a swarm<br />
**Syntax: '''''Float''''', seconds<br />
***Default: 0.150}}<br />
<br />
<br />
====$Free Flight Time:====<br />
{{Table3610|<br />
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.25}}<br />
<br />
<br />
====$LaunchSnd:====<br />
*Corresponding sound effect when the weapon is launched.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
====$ImpactSnd:====<br />
*Sound the weapon makes when it hits a hull.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
====$Disarmed ImpactSnd:====<br />
{{Table3610|<br />
*Sound the weapon makes when it hits a hull before being armed.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
====$FlyBySnd:====<br />
*The sound this weapon makes if it narrowly misses you. -1 is no sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1<br />
<br />
<br />
====$Model:====<br />
{{Table3610|<br />
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
====$Rearm Rate:====<br />
*Defines the rate the weapons are loaded to the ship<br />
*Syntax: '''''Float''''', missiles loaded per second<br />
<br />
<br />
====+Weapon Range:====<br />
*Defines the range to the target where the weapons under AI will start firing.<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
====+Weapon Min Range:====<br />
{{Table3610|<br />
*Defines the minimum range to the target where the weapons under AI will still fire.<br />
*Implemented before FS_Open 3.6.5<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
====$Flags:====<br />
*Flags are detailed below, in [[weapons.tbl#Weapon_Flags|weapon flags section]].<br />
{{Table3610|<br />
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones<br />
**Syntax: '''''+override'''''}}<br />
<br />
<br />
====$Trail:====<br />
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.<br />
*'''+Start Width:'''<br />
**How wide the head of the trail is.<br />
**Syntax: '''''Float''''', meters<br />
*'''+End Width:'''<br />
**How wide the tail of the trail is.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Start Alpha:'''<br />
**The opacity of the trail head.<br />
**Syntax: '''''Float''''', value between 0 and 1<br />
*'''+End Alpha:'''<br />
**The opacity of the trail tail.<br />
**Syntax: '''''Float''''', value between 0 and 1<br />
*'''+Max Life:'''<br />
**How long the trail lasts.<br />
**Syntax: '''''Float''''', seconds<br />
*'''+Bitmap:'''<br />
**The graphic file to use for the trail.<br />
**Syntax: '''''String''''', filename<br />
{{Table3611|<br />
*'''+Faded Out Sections:'''<br />
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.<br />
**Syntax: '''''Integer''''', number of trail sections}}<br />
<br />
<br />
====$Icon:====<br />
*Loadout icon used in the weapons selection screen.<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
====$Anim:====<br />
*Green grid animation used on the weapons screen.<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
====$Collide Ship:====<br />
{{Table3610|<br />
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}<br />
<br />
<br />
====$Collide Weapon:====<br />
{{Table3610|<br />
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}<br />
<br />
<br />
====$Impact Explosion:====<br />
*Impact explosion used. Must be defined in weapon_expl.tbl,<br />
*Syntax: '''''String''''', filename or ''none''<br />
<br />
<br />
====$Impact Explosion Radius:====<br />
*Radius of the defined impact explosion.<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
====$Dinky impact explosion:====<br />
{{Table3610|<br />
*Same as Impact explosion but for Dinky (not armed) explosions<br />
*Syntax: '''''String''''', filename or ''none''}}<br />
<br />
<br />
====$Dinky impact explosion radius:====<br />
{{Table3610|<br />
*Same as Impact explosion radius but for Dinky explosions<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
====$Muzzleflash:====<br />
*Normally only with flak cannons.<br />
*Defines the muzzle flash the weapon uses<br />
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]<br />
<br />
<br />
====$EMP Intensity:====<br />
**If it has an EMP effect, how deeply it scrambles your electronics<br />
**Syntax: '''''Float'''''<br />
<br />
<br />
====$EMP Time:====<br />
**Duration of the EMP effect<br />
**Syntax: '''''Float''''', seconds<br />
<br />
<br />
====$Leech Weapon:====<br />
**The amount of weapon energy to drain with each hit<br />
**Syntax: '''''Float'''''<br />
<br />
<br />
====$Leech Afterburner:====<br />
**The amount of afterburner fuel to drain with each hit<br />
**Syntax: '''''Float'''''<br />
<br />
<br />
====$Corkscrew:====<br />
{{Table3610|<br />
*Allow corkscrew parameters to be defined<br />
*'''+Num Fired:'''<br />
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles<br />
**Syntax: '''''Integer''''', number of missiles<br />
*'''+Radius:'''<br />
**Defines the radius used in the corkscrew motion<br />
**Syntax: '''''Float''''', meters<br />
*'''+Fire Delay:'''<br />
**Defines the delay between missile firings<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Counter rotate:'''<br />
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)<br />
**Syntax: '''''Boolean''''', ''0'' or ''1'', no or yes<br />
*'''+Twist:'''<br />
**Defines the speed of rotation movement on the radius of corkscrew motion.<br />
**Syntax: '''''Float''''', radians per second}}<br />
<br />
<br />
====$Electronics:====<br />
{{Table3610|<br />
*Defines the weapons effect against electronics. Requires [[weapons.tbl#"Electronics"|"electronics"]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive.<br />
*'''+New Style:'''<br />
**Defines that the electronics use the new style which enables more options.<br />
*'''+Old Style:'''<br />
**Defines that the electronics use the old style. The old style was the way the D-Missile worked in Descent:Freespace.<br />
*'''+Intensity:'''<br />
**May only be used with '''+New Style:''' electronics. '''''Has been deprecated'''''.<br />
**Syntax: '''''Float'''''<br />
*'''+Lifetime:'''<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Engine Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for engine subsytems.<br />
**Syntax: '''''Float'''''<br />
*'''+Weapon Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for non-beam turrets.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Turret Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for beam turrets.<br />
**Syntax: '''''Float'''''<br />
*'''+Sensors Multiplier:'''<br />
**May only be used with '''+New Style:''' electronics. Defines how much longer the disruption effect lasts for sensor subsystems.<br />
**Syntax: '''''Float'''''<br />
*'''+Randomness Time:'''<br />
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.<br />
**Syntax: '''''Integer''''', milliseconds<br />
<br />
* Without any electronics parameters, a weapon with the "electronics" flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds. Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.<br />
<br />
<br />
*''WARNING: Putting +Old Style doesn't seem to work either.<br />
To have a working electronics weapon just put the electronics flag in the weapon and make sure it has a big shockwave radius and a shockwave speed of 0.''<br />
}}<br />
<br />
====$Spawn Angle:====<br />
{{Table3610|<br />
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missiles centerline. The maximum possible angle between any two child weapons would be ''Value*2''.<br />
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).<br />
*Syntax: '''''Float''''', degrees}}<br />
<br />
<br />
====$Local SSM:====<br />
{{Table3610|<br />
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.<br />
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#"local ssm"|local ssm]]''''' flag.<br />
*'''+Warpout Delay:'''<br />
**Defines the time between the missile launch and the subspace jump.<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Warpin Delay:'''<br />
**Defines the time missile stays in subspace before exiting.<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Stage 5 Velocity:'''<br />
**Defines the velocity of the missile after the subspace jump.<br />
**Syntax: '''''Float''''', meters per second<br />
*'''+Warpin Radius:'''<br />
**Defines how far from the SSM will appear from the outer radius of the target.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Lock Range:'''<br />
**Defines the maximum range where SSM can achieve target lock<br />
**Syntax: '''''Float''''', meters}}<br />
<br />
<br />
====$Countermeasure:====<br />
{{Table3610|<br />
*Defines the countermeasure effectiveness and radius<br />
*'''+Heat Effectiveness:'''<br />
**Defines the countermeasures effectiveness against heat seeking missiles<br />
**Syntax: '''''Float''''', cm effectiveness<br />
***Default: 1<br />
*'''+Aspect Effectiveness:'''<br />
**Defines the countermeasures effectiveness against aspect seeking missiles<br />
**Syntax: '''''Float''''', cm effectiveness<br />
***Default: 1<br />
*'''+Effective Radius:'''<br />
**Defines the countermeasures effective radius<br />
**Syntax: '''''Float''''', meters<br />
***Default: 300}}<br />
<br />
<br />
====$BeamInfo:====<br />
*'''+Type:'''<br />
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targetting beam that doesn't seem to have much of an effect on anything. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.<br />
**Syntax: '''''Integer''''',, only values from 0 to 4 are legal<br />
*'''+Life:'''<br />
**How long it lasts once the beam is actually firing.<br />
**Syntax: '''''Float''''', seconds<br />
*'''+Warmup:'''<br />
**Warmup time<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Warmdown:'''<br />
**Warmdown time<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Radius:'''<br />
**Muzzle glow radius<br />
**Syntax: '''''Float''''', meters<br />
*'''+PCount:'''<br />
**Particles spewed every interval. ??<br />
**Syntax: '''''Integer'''''<br />
*'''+PRadius:'''<br />
**Particle radius<br />
**Syntax: '''''Float''''', meters<br />
*'''+PAngle:'''<br />
**Defines the random "cone" where the particles are generated<br />
**Syntax: '''''Float''''', angle of the cone<br />
*'''+PAni:'''<br />
**Animation used to represent the particles<br />
**Syntax: '''''String''''', filename<br />
*'''+Miss Factor:'''<br />
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level<br />
**Syntax: '''''Miss Factor''''', five '''floats''', very easy, easy, moderate, hard, insane, respectively.<br />
***Example: 0.5 0.975 1.35 1.875 2.5<br />
*'''+BeamSound:'''<br />
**Corresponding looping sound effect when the beam is firing.<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+WarmupSound:'''<br />
**Corresponding sound effect when the beam is beam warmed up.<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+WarmdownSound:'''<br />
**Corresponding sound effect when the beam is warming down.<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+Muzzleglow:'''<br />
**Defines the bitmap used to create the muzzle glow<br />
**Syntax: '''''String''''', filename<br />
*'''+Shots:'''<br />
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:<br />
**Syntax: '''''Integer'''''<br />
*'''+ShrinkFactor:'''<br />
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)<br />
**Syntax: '''''Float'''''<br />
*'''+ShrinkPct:'''<br />
**What percentage of max width we subtract per second<br />
**Syntax: '''''Float'''''<br />
{{Table3610|<br />
*'''+Range:'''<br />
**Defines the maximum range where the beam still has any effect.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Attenuation:'''<br />
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.<br />
**Syntax: '''''Float''''', from 0 - firing point to 1 - no effect<br />
***Default: 1}}<br />
<br />
*'''$Section:'''<br />
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.<br />
{{Table3610|<br />
:*'''+Index:'''<br />
:**Field used to define with [[Modular Tables]] the beam section which is edited.<br />
:**Syntax: '''''Integer''''', index number legal values are from 0 to 5<br />
:*'''+remove'''<br />
:**Removes the set beam section.<br />
:*'''+nocreate'''<br />
:**Does not create new section for the beam}}<br />
<br />
:*'''+Width:'''<br />
:**Width of the section<br />
:**Syntax: '''''Float''''', meters<br />
:*'''+Texture:'''<br />
:**Texture for the section<br />
:**Syntax: '''''String''''', filename<br />
:*'''+RGBA Inner:'''<br />
:**Defines the color and transparency of the center of the section<br />
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255<br />
:***Example: 255 255 255 255<br />
:*'''+RGBA Outer:'''<br />
:**Defines the color and transparency of the edges of the section<br />
:**Syntax: '''''Color''''', red, green, blue, alpha, respectively, value from 0 to 255<br />
:***Example: 150 150 150 10<br />
:*'''+Flicker:'''<br />
:**Defines how much the section flickers<br />
:**Syntax: '''''Float''''', value from 0 to 1<br />
:*'''+Zadd:'''<br />
:**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be.<br />
:**Syntax: '''''Float'''''<br />
{{Table3610|<br />
:*'''+Tile Factor:'''<br />
:**Defines the beam texture tileing factor. Second number defines the tileing type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.<br />
:**Syntax: '''''Float''''', '''''Integer'''''<br />
:*'''+Translation:'''<br />
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the "+Tile Factor:" field above.<br />
:**Syntax: '''''Float'''''}}<br />
<br />
<br />
====$Pspew:====<br />
{{Table3610|<br />
*Defines a particle spew effect for the given weapon<br />
*'''+Count:'''<br />
**Defines how many particles are spawn when they are ready to be created<br />
**Syntax: '''''Integer'''''<br />
*'''+Time:'''<br />
**Defines the time in milliseconds between next particle(s) spewed<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Vel:'''<br />
**Defines the created particles velocity as percentage of the weapons velocity<br />
**Syntax: '''''Float'''''<br />
*'''+Radius:'''<br />
**Defines the size of the created particles<br />
**Syntax: '''''Float''''', meters<br />
*'''+Life:'''<br />
**Defines how long the particles last.<br />
**Syntax: '''''Float''''', seconds<br />
*'''+Scale:'''<br />
**Defines the particle spread. Small value will make particles group together<br />
**Syntax: '''''Float'''''<br />
*'''+Bitmap:<br />
**Defines the animation used to create the particle spew effect<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
====$Tag:====<br />
*Allowed for secondary weapons<br />
*Location: After $Impact Explosion Radius:<br />
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.<br />
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.<br />
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.<br />
*TAG Level 3 has no effect in retail.<br />
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively<br />
<br />
<br />
====$SSM:====<br />
{{Table3610|<br />
*Defines the weapons SSM index number:<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
====$FOF:====<br />
{{Table3610|<br />
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy<br />
*Syntax: '''''Float''''', degrees}}<br />
<br />
<br />
====$Shots:====<br />
{{Table3610|<br />
*Defines the number of shots every time the weapon is fired.<br />
*Syntax: '''''Integer''''', number of shots}}<br />
<br />
<br />
====$decal:====<br />
{{Table3610|<br />
*Defines impact decals if they are in use<br />
*'''''Currently broken'''''<br />
*'''+texture:'''<br />
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)<br />
**Syntax: '''''String''''', filename<br />
*'''+backface texture:'''<br />
**Defines ???<br />
**Syntax: '''''String''''', filename<br />
*'''+radius:'''<br />
**Defines the size of the impact decals on target<br />
**Syntax: '''''Float''''', meters<br />
*'''+burn time:'''<br />
**Defines the time the '''''-burn''''' texture appears on the target<br />
**Syntax: '''''Integer''''', milliseconds}}<br />
<br />
<br />
====$Transparent:====<br />
{{Table3610|<br />
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'<br />
*'''+Alpha:'''<br />
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option<br />
**Syntax: '''''Float''''', from 0 to 1<br />
*'''+Alpha Min:'''<br />
**Defines the minimum alpha value for alpha cycle option<br />
**Syntax: '''''Float''''', from 0 to 1<br />
*'''+Alpha Cycle:'''<br />
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
====$Weapon Hitpoints:====<br />
{{Table3611|<br />
*Defines the amount of hitpoints a weapon has.<br />
*Weapons with '''"bomb"''' flag have 50 hitpoints by default<br />
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.<br />
**Syntax: '''''Integer'''''<br />
}}<br />
<br />
<br />
==Weapon Flags==<br />
<br />
<br />
==="Electronics"===<br />
*Will seize up the weapons and engines systems of any ship for a short period of time.<br />
<br />
<br />
==="Spawn ''Name'',''Value''"===<br />
*Will spawn the specified number of defined missiles upon detonation.<br />
{{Table3610|<br />
*Multiple spawn types can be defined for a single 'carrier weapon up to maximum of 5 different weapons}}<br />
<br />
<br />
==="Remote Detonate"===<br />
*Can be triggered remotely via a second press on the trigger<br />
<br />
<br />
==="Puncture"===<br />
*Reduces hull damage by 25%<br />
<br />
<br />
==="Big Ship"===<br />
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.<br />
<br />
<br />
==="Huge"===<br />
*Allows this weapon to do the final 10% damage to a ship with the "Big Damage" flag.<br />
<br />
<br />
==="Supercap"===<br />
*Allows this weapon to do the final 75% damage to a ship with the "supercap" flag.<br />
<br />
<br />
==="Bomber+"===<br />
*The AI will prefer to use this weapon against bombers<br />
<br />
<br />
==="child"===<br />
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with "Spawn ''Name'',''Value''"<br />
<br />
<br />
==="Bomb"===<br />
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships<br />
<br />
<br />
==="No Dumbfire"===<br />
*Missile will not fire without a lock<br />
<br />
<br />
==="in tech database"===<br />
*Has the weapon in the tech database at the start of the campaign<br />
<br />
<br />
==="Player allowed"===<br />
*Allows this weapon as a player weapon.<br />
{{Table3610|<br />
*'''EXTREMELY IMPORTANT NOTE:'''<br />
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''USE THIS FLAG'''.<br />
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN.<br />
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN.<br />
**As another possible example: be careful to update "retail" tables if you plan to use Shivan weapons in player fighters.}}<br />
<br />
==="Particle Spew"===<br />
*Makes the weapon projectile spew out particles<br />
{{Table3610|<br />
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}<br />
<br />
<br />
==="EMP"===<br />
*This weapon will have an EMP effect on any ship within the blast radius<br />
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]<br />
<br />
<br />
==="Esuck"===<br />
*Drains the target's energy banks<br />
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]<br />
<br />
<br />
==="Flak"===<br />
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]<br />
<br />
<br />
==="Corkscrew"===<br />
*Makes this weapon spiral AND swarm 4.<br />
{{Table3610|<br />
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}<br />
<br />
<br />
==="Shudder"===<br />
*Makes your ship shudder while you're firing the weapon<br />
<br />
<br />
==="lockarm"===<br />
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.<br />
<br />
<br />
==="beam"===<br />
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]<br />
<br />
<br />
==="stream"===<br />
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.<br />
<br />
<br />
==="puncture"===<br />
*Reduces hull damage by 75%<br />
<br />
<br />
==="supercap"===<br />
*Makes weapon capable of causing real damage against ships with "supercap" flag.<br />
<br />
<br />
==="countermeasure"===<br />
{{Table3610|<br />
*Defines the weapon as a countermeasure}}<br />
<br />
<br />
==="Ballistic"===<br />
{{Table3610|<br />
*Defines the weapon as a ballistic weapon that needs ammunition.<br />
*Make sure you define the size and reload rate for ballistic weapons}}<br />
<br />
<br />
==="pierce shields"===<br />
{{Table3610|<br />
*Causes weapons to penetrate shield without causing damage to it.}}<br />
<br />
<br />
==="no pierce shields"===<br />
{{Table3610|<br />
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}<br />
<br />
<br />
==="local ssm"===<br />
{{Table3610| }}<br />
<br />
<br />
==="tagged only"===<br />
{{Table3610|<br />
*Weapon can only be fired at tagged targets}}<br />
<br />
<br />
==="beam no whack"===<br />
{{Table3610|<br />
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}<br />
<br />
<br />
==="cycle"===<br />
{{Table3610|<br />
*Causes weapon to alternate between firing points}}<br />
<br />
<br />
==="small only"===<br />
{{Table3610|<br />
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}<br />
<br />
<br />
==="same turret cooldown"===<br />
{{Table3610|<br />
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}<br />
<br />
<br />
==="apply no light"===<br />
{{Table3610|<br />
*Prevents light from being applied to the weapon model.}}<br />
<br />
==="training"===<br />
{{Table3610|<br />
*Sets weapon to be of training weapon type. ?}}<br />
<br />
==="smart spawn"===<br />
{{Table3611|<br />
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}<br />
<br />
==="inherit parent target"===<br />
{{Table3611|<br />
*Sets spawned 'child' weapons to use parent weapon's target.}}<br />
<br />
==="no emp kill"===<br />
{{Table3611|<br />
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}<br />
<br />
<br />
==Countermeasures==<br />
*Usually not altered. Only one can exist<br />
{{Table3610|<br />
*More than one can exist}}<br />
<br />
<br />
===$Name:===<br />
*Name of the countermeasure<br />
*Syntax: '''''String''''', name<br />
<br />
<br />
===$Velocity:===<br />
*Defines the speed of the countermeasure, relative to the ship.<br />
*Syntax: '''''Float''''', meter per second<br />
<br />
===$Fire Wait:===<br />
*Definies the minumum time between the countermeasure launches<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===Lifetime===<br />
*Countermeasure's life time is defined between with minimum and maximum lifetime<br />
*'''$Lifetime Min:'''<br />
**Syntax: '''''Float''''', seconds<br />
*'''$Lifetime Max:'''<br />
**Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$LaunchSnd:===<br />
*Defines the sound for the countermeasure launch<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Model:===<br />
*Defines the used model file (.pof)<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
==Player Weapon Precedence==<br />
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries<br />
*Syntax: ( '''''"String" "String"'''''), names of the weapons<br />
*Example:<br />
<br />
<pre><br />
$Player Weapon Precedence: (<br />
"UD-8 Kayser"<br />
"Prometheus R"<br />
"Subach HL-7"<br />
"Harpoon"<br />
"Tempest"<br />
"Rockeye" )<br />
</pre><br />
<br />
==Sample==<br />
<br />
<pre><br />
#Primary Weapons<br />
<br />
$Name: @Subach HL-7<br />
+Title: XSTR("GTW Subach HL-7", 3243)<br />
+Description:<br />
XSTR( "Standard Issue<br />
Level 3 Hull Damage<br />
Level 2 Shield Damage", 3244)<br />
$end_multi_text<br />
+Tech Title: XSTR("Subach HL-7", 146)<br />
+Tech Anim: Tech_Subach_HL-7<br />
+Tech Description:<br />
XSTR(<br />
"Descriptive text...", -1)<br />
$end_multi_text<br />
$Model File: none<br />
@Laser Bitmap: newglo9<br />
@Laser Glow: 2_laserglow03<br />
@Laser Color: 250, 0, 0<br />
@Laser Color2: 0, 0, 250<br />
@Laser Length: 10.0<br />
@Laser Head Radius: 0.90<br />
@Laser Tail Radius: 0.90<br />
$Mass: 0.2<br />
$Velocity: 450.0<br />
$Fire Wait: 0.2<br />
$Damage: 15<br />
$Armor Factor: 0.9<br />
$Shield Factor: 0.7<br />
$Subsystem Factor: 0.3<br />
$Lifetime: 2.0<br />
$Energy Consumed: 0.20<br />
$Cargo Size: 0.0<br />
$Homing: NO<br />
$LaunchSnd: 76<br />
$ImpactSnd: 85<br />
$Flags: ( "in tech database"<br />
"player allowed"<br />
"stream")<br />
$Icon: iconSD4<br />
$Anim: SD4<br />
$Impact Explosion: none<br />
<br />
#End<br />
<br />
<br />
#Secondary Weapons<br />
<br />
$Name: EMP Adv.<br />
+Title: XSTR("GTM-14 EMP Adv.", 3396)<br />
+Description:<br />
XSTR( "Advanced Missile<br />
Electromagnetic Pulse Weapon<br />
General Purpose Suppression", 3397)<br />
$end_multi_text<br />
+Tech Title: XSTR("GTM-14 EM Pulse Adv.", 3398)<br />
+Tech Anim: Tech_EMP<br />
+Tech Description:<br />
XSTR(<br />
"Descriptive text...", -1)<br />
$end_multi_text<br />
$Model File: EMPulse2.pof<br />
$Mass: 15.0<br />
$Velocity: 275.0<br />
$Fire Wait: 2.0<br />
$Damage: 45<br />
$Blast Force: 20.0<br />
$Inner Radius: 80.0<br />
$Outer Radius: 300.0<br />
$Shockwave Speed: 120.0<br />
$Armor Factor: 1.0<br />
$Shield Factor: 0.8<br />
$Subsystem Factor: 0.5<br />
$Lifetime: 5.0<br />
$Energy Consumed: 0.0<br />
$Cargo Size: 4.0<br />
$Homing: YES<br />
+Type: ASPECT<br />
+Turn Time: 1.0<br />
+Min Lock Time: 2.0<br />
+Lock Pixels/Sec: 70<br />
+Catch-up Pixels/Sec: 100<br />
+Catch-up Penalty: 30<br />
$LaunchSnd: 118<br />
$ImpactSnd: 88<br />
$FlyBySnd: -1<br />
$Rearm Rate: 2.0<br />
$Flags: ( "player allowed"<br />
"EMP")<br />
$Trail:<br />
+Start Width: 0.25<br />
+End Width: 0.75<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.5<br />
+Bitmap: MissileTrail04<br />
$Icon: iconEMPulse<br />
$Anim: ecm<br />
$Impact Explosion: ExpMissileHit1<br />
$Impact Explosion Radius: 10.0<br />
$EMP Intensity: 375.0<br />
$EMP Time: 20.0<br />
<br />
#End<br />
<br />
$Player Weapon Precedence: (<br />
"Subach HL-7"<br />
"EMP Adv." )<br />
</pre><br />
<br />
[[Category:Tables]]</div>Alan Bolte