https://wiki.hard-light.net/api.php?action=feedcontributions&user=Talon1024&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-28T22:37:20ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Script_-_Zoom&diff=58716Script - Zoom2019-04-30T07:32:31Z<p>Talon1024: /* Table Entry */ Fix error on recent FSO builds</p>
<hr />
<div>This script enables you to zoom your view so precise aiming is easier.<br />
It includes a config file that specifies the values the script will use. It also features a FRED SEXP interface so A FREDer can force a zoom-in (or -out) as needed.<br />
For more documentation check out [http://www.hard-light.net/forums/index.php?topic=70411.0 this thread].<br />
== Table Entry ==<br />
* To use create an file called '''zoom-sct.tbm''' in your ''date/tables'' directory and paste the following code into it:<br />
<pre><br />
#Conditional Hooks<br />
<br />
$Application: FS2_Open<br />
$On Game Init:[[zoom_init.lua]]<br />
<br />
$State: GS_STATE_GAME_PLAY<br />
$On Key Pressed: [[zoom_KeyDn.lua]]<br />
<br />
$State: GS_STATE_GAME_PLAY<br />
$On Key Released: [[zoom_KeyUp.lua]]<br />
<br />
$Application: FS2_Open<br />
$On Mission Start: <br />
[<br />
runZoomScript = true<br />
]<br />
<br />
$On Mission End:<br />
[<br />
if runZoomScript then<br />
if defaultZoomSet and cam and cam:isValid() then<br />
cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely<br />
end<br />
<br />
resetZoomScript()<br />
<br />
removeTemps()<br />
<br />
runZoomScript = false<br />
end<br />
]<br />
<br />
$State: GS_STATE_GAME_PLAY<br />
$On Frame: <br />
[<br />
if runZoomScript and zooming then<br />
handleControls()<br />
<br />
if hu.HUDDrawn then<br />
drawProgress()<br />
end<br />
end<br />
]<br />
<br />
#End<br />
</pre><br />
<br />
After this create the file '''zoom_init.lua''' int your ''data/scripts'' folder and paste the following into it:<br />
<pre><br />
-------------------------------------------------------------<br />
-------- utility functions --------<br />
-------------------------------------------------------------<br />
function trim(s)<br />
return (s:gsub("^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
function isAllIdent(check)<br />
check = check:lower()<br />
if check == "**all**" then<br />
return true<br />
else<br />
return false<br />
end<br />
end<br />
<br />
function indexOf(t,val)<br />
for k,v in ipairs(t) do <br />
if v == val then <br />
return k <br />
end<br />
end<br />
end<br />
-------------------------------------------------------------<br />
---- defining functions used for parsing the config file ----<br />
-------------------------------------------------------------<br />
<br />
-- gets the next line out of the file<br />
local function getNextLine(file)<br />
if file:isValid() then<br />
local line = file:read("*l")<br />
return line<br />
else<br />
ba.warning("Invalid file handle pased to readLine function")<br />
return nil<br />
end<br />
end<br />
<br />
-- looks up the set function which is connected to the specified keyword<br />
local function getSetFunc(keyword)<br />
keyword = keyword:lower()<br />
for i,v in pairs(setTable) do<br />
index = i:lower()<br />
if index == keyword then<br />
return v<br />
end<br />
end<br />
return nil<br />
end<br />
<br />
local function addAllowedShipClass(value)<br />
if isAllIdent(value) then<br />
zoomAllowedShips = {}<br />
zoomAllowedShips[1] = value<br />
return false<br />
end<br />
if zoomAllowedShips[1] == nil or not isAllIdent(zoomAllowedShips[1]) then<br />
<br />
if indexOf(zoomAllowedShips,value) ~= nil then<br />
ba.warning("Ship " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local ship = tb.ShipClasses[value]<br />
if ship ~= nil and ship:isValid() then<br />
table.insert(zoomAllowedShips, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified ship class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function addRestrictedShipClass(value)<br />
if isAllIdent(value) then<br />
zoomRestrictedShips = {}<br />
zoomRestrictedShips[1] = value<br />
return true<br />
end<br />
if zoomRestrictedShips[1] == nil or not isAllIdent(zoomRestrictedShips[1]) then<br />
<br />
if indexOf(zoomRestrictedShips,value) ~= nil then<br />
ba.warning("Ship " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local ship = tb.ShipClasses[value]<br />
if ship ~= nil and ship:isValid() then<br />
table.insert(zoomRestrictedShips, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified ship class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function addAllowedWeaponClass(value)<br />
if isAllIdent(value) then<br />
zoomAllowedWeapons = {}<br />
zoomAllowedWeapons[1] = value<br />
return false<br />
end<br />
<br />
if zoomAllowedWeapons[1] == nil or not isAllIdent(zoomAllowedWeapons[1]) then<br />
<br />
if indexOf(zoomAllowedWeapons,value) ~= nil then<br />
ba.warning("Weapon " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local weapon = tb.WeaponClasses[value]<br />
if weapon ~= nil and weapon:isValid() then<br />
table.insert(zoomAllowedWeapons, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified weapon class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function addRestrictedWeaponClass(value)<br />
if isAllIdent(value) then<br />
zoomRestrictedWeapons = {}<br />
zoomRestrictedWeapons[1] = value<br />
return false<br />
end<br />
if zoomRestrictedWeapons[1] == nil or not isAllIdent(zoomRestrictedWeapons[1]) then<br />
<br />
if indexOf(zoomRestrictedWeapons,value) ~= nil then<br />
ba.warning("Weapon " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local weapon = tb.WeaponClasses[value]<br />
if weapon ~= nil and weapon:isValid() then<br />
table.insert(zoomRestrictedWeapons, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified weapon class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function parseLine(line)<br />
if line == nil or line == "" then -- Check if this line needs to be parsed<br />
return<br />
end<br />
<br />
line = trim(line)<br />
<br />
local comm_s, comm_e = line:find("--",1,true) <br />
if comm_s ~= nil then<br />
line = line:sub(1,(comm_s - 1))<br />
end<br />
if line == "" then -- was the line fully commented away?<br />
return -- Nothing to be done...<br />
end<br />
local key_s, key_e = line:find(":",1,true)<br />
local val_s, val_e = line:find(".",key_e + 1)<br />
<br />
if key_s == nil then -- malformatted line<br />
return "Malformatted line: " .. line .. "\nSkipping..."<br />
end<br />
<br />
local keyword = line:sub(1,(key_e - 1))<br />
<br />
if val_s == nil then -- Maybe we_ve got a digit value<br />
-- We have no value<br />
return "Keyword '" .. keyword .. "' hasn't specified a value. Skipping..."<br />
end<br />
<br />
keyword = keyword:lower() -- make the keyword lowercase<br />
<br />
local val = line:sub(val_s, line:len())<br />
<br />
if val ~= nil then<br />
val = trim(val)<br />
keyword = trim(keyword)<br />
local setFunc = getSetFunc(keyword)<br />
if setFunc == nil then<br />
return "Unknown keyword: '" .. keyword .. "'"<br />
end<br />
setFunc(val)<br />
else<br />
return nil<br />
end<br />
end<br />
<br />
local function initSetTable()<br />
setTable = {}<br />
setTable["Zoom Factor"]=<br />
function(value) <br />
local val = tonumber(value)<br />
if val == nil then<br />
return<br />
ba.warning("Non numeric value given to 'Zoom Factor'. Skipping...")<br />
end<br />
zoomValue = val<br />
end<br />
<br />
setTable["Transition Time"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Transition Time'. Skipping...")<br />
return<br />
end<br />
transitionTime = val<br />
end<br />
<br />
setTable["Sensitivity"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Sensitivity'. Skipping...")<br />
return<br />
end<br />
sensitivity = val<br />
end<br />
<br />
setTable["Allowed Ship Class"]=addAllowedShipClass<br />
<br />
setTable["Restricted Ship Class"]=addRestrictedShipClass<br />
<br />
setTable["Allowed Weapon Class"]=addAllowedWeaponClass<br />
<br />
setTable["Restricted Weapon Class"]=addRestrictedWeaponClass<br />
<br />
setTable["Linked Zoom"]=<br />
function(value)<br />
local yesKey = "yes"<br />
value = value:lower()<br />
if value == yesKey then<br />
linkedZoom = true<br />
else<br />
linkedZoom = false<br />
end<br />
end<br />
<br />
setTable["Key"]=<br />
function(key)<br />
if key == nil then<br />
ba.warning("Invalid value given for 'Key'. Skipping...")<br />
return<br />
end<br />
zoomKey = key<br />
end<br />
<br />
setTable["Zoom Lock Key"]=<br />
function(key)<br />
if key == nil then<br />
ba.warning("Invalid value given for 'Zoom Lock Key'. Skipping...")<br />
return<br />
end<br />
zoomLockKey = key<br />
end<br />
<br />
setTable["Progress Offset X"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Offset X'. Skipping...")<br />
return<br />
end<br />
offset_x = val<br />
end<br />
<br />
setTable["Progress Offset Y"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Offset >'. Skipping...")<br />
return<br />
end<br />
offset_Y = val<br />
end<br />
<br />
setTable["Progress Height"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Height'. Skipping...")<br />
return<br />
end<br />
heigth = val<br />
end<br />
<br />
setTable["Progress Width"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Width'. Skipping...")<br />
return<br />
end<br />
width = val<br />
end<br />
<br />
setTable["Weapon End"]=<br />
function(val)<br />
if val == nil then<br />
ba.warning("Invalid value given to 'Weapon End'!")<br />
return<br />
end <br />
weaponEnd = val<br />
useWeaponEnd = true<br />
end<br />
<br />
end<br />
<br />
local function readConfig()<br />
if cf.fileExists(configFile, "data/config", true) then<br />
local config = cf.openFile(configFile)<br />
if config:isValid() then<br />
initSetTable()<br />
local lineNumber = 0<br />
local parse = true<br />
while parse do<br />
lineNumber = lineNumber + 1<br />
local line = getNextLine(config)<br />
if line == nil then<br />
parse = false<br />
break<br />
end<br />
local error = parseLine(line) -- parse the found line<br />
if error ~= nil then<br />
ba.warning(configFile .. " [" .. tostring(lineNumber) .. "] : " .. error)<br />
end<br />
end<br />
-- Prevent error on more recent FSO builds<br />
config:close()<br />
else<br />
ba.warning("Handle to config file is invalid. Is the file readable?")<br />
end<br />
else<br />
ba.warning("No config file found. Returning to default")<br />
end<br />
end<br />
<br />
-------------------------------------------------------------<br />
------these functions will be use for the FRED interface-----<br />
-------------------------------------------------------------<br />
<br />
function z_zoomIn()<br />
if defaultZoomSet and cam:isValid() then<br />
cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely<br />
end<br />
fredOverride = true<br />
zoomIn()<br />
end<br />
<br />
function z_zoomOut()<br />
fredOverride = false<br />
zoomOut()<br />
end<br />
<br />
function z_alS(ship)<br />
if addAllowedShipClass(ship) then<br />
table.insert(zoomTempAllowedShip, ship)<br />
end<br />
end<br />
<br />
function z_alW(weapon)<br />
if addAllowedWeaponClass(weapon) then<br />
table.insert(zoomTempAllowedWeapon, weapon)<br />
end<br />
end<br />
<br />
function z_reS(ship)<br />
if addRestrictedShipClass(ship) then<br />
table.insert(zoomTempRestrictedShip, ship)<br />
end<br />
end<br />
<br />
function z_reW(weapon)<br />
if addRestrictedWeaponClass(weapon) then<br />
table.insert(zoomTempRestrictedWeapon, weapon)<br />
end<br />
end<br />
<br />
<br />
-------------------------------------------------------------<br />
------ defining functions used in the script ------<br />
-------------------------------------------------------------<br />
function removeTemps()<br />
for i,v in ipairs(zoomTempAllowedShip) do<br />
index = indexOf(zoomAllowedShips,v)<br />
if index ~= nil then<br />
zoomAllowedShips[index]=nil<br />
end<br />
end<br />
<br />
for i,v in ipairs(zoomTempRestrictedShip) do<br />
index = indexOf(zoomRestrictedShips,v)<br />
if index ~= nil then<br />
zoomRestrictedShips[index]=nil<br />
end<br />
end<br />
<br />
for i,v in ipairs(zoomTempAllowedWeapon) do<br />
index = indexOf(zoomAllowedWeapons,v)<br />
if index ~= nil then<br />
zoomAllowedWeapons[index]=nil<br />
end<br />
end<br />
<br />
for i,v in ipairs(zoomTempRestrictedWeapon) do<br />
index = indexOf(zoomRestrictedWeapons,v)<br />
if index ~= nil then<br />
zoomRestrictedWeapons[index]=nil<br />
end<br />
end<br />
end<br />
<br />
local function checkTables(allTbl, restrTbl, checkHandle)<br />
if checkHandle == nil then<br />
return false<br />
end<br />
if allTbl ~= nil and restrTbl ~= nil then <br />
if isAllIdent(allTbl[1]) then<br />
if #restrTbl > 0 then<br />
if isAllIdent(restrTbl[1]) then<br />
return true<br />
end<br />
end<br />
for i,v in ipairs(restrTbl) do<br />
if checkHandle.Name == v then<br />
return false<br />
end<br />
end<br />
return true<br />
elseif isAllIdent(restrTbl[1]) then<br />
if #allTbl > 0 then<br />
if isAllIdent(allTbl[1]) then<br />
return true<br />
end<br />
end<br />
for i,v in ipairs(allTbl) do<br />
if checkHandle.Name == v then<br />
return true<br />
end<br />
end<br />
return false<br />
else<br />
local allowed = false<br />
for i,v in ipairs(allTbl) do<br />
if checkHandle.Name == v then<br />
allowed = true<br />
break<br />
end<br />
end<br />
for i,v in ipairs(restrTbl) do<br />
if checkHandle.Name == v then<br />
allowed = false<br />
break<br />
end<br />
end<br />
return allowed<br />
end<br />
end<br />
return true<br />
end<br />
<br />
function zoom_isAllowedShip(shipClass)<br />
if useWeaponEnd then<br />
return true<br />
else<br />
return checkTables(zoomAllowedShips,zoomRestrictedShips,shipClass)<br />
end<br />
end<br />
<br />
function zoom_isAllowedWeapon(weaponClass)<br />
if useWeaponEnd then<br />
local name = weaponClass.Name<br />
local start = name:find("#", 0, true)<br />
if not start then<br />
return false<br />
end<br />
local substr = name:sub(start + 1, name:len())<br />
<br />
return substr:lower() == weaponEnd:lower()<br />
else<br />
return checkTables(zoomAllowedWeapons,zoomRestrictedWeapons,weaponClass)<br />
end<br />
end<br />
<br />
function getProgressString() <br />
local progressString = "Zooming"<br />
if zoomingIn then<br />
progressString = progressString .. " in:"<br />
elseif zoomingOut then<br />
progressString = progressString .. " out:"<br />
elseif zoomedIn then<br />
progressString = "Zoomed in:"<br />
elseif zoomedOut then<br />
progressString = "Zoomed out:"<br />
else<br />
progressString = "Zoomed:"<br />
end<br />
return progressString<br />
end<br />
<br />
function handleControls()<br />
if zoomingIn or zoomedIn then<br />
if currentProgr > 0 then<br />
local tempSensValue = sensitivity * 100 / currentProgr<br />
<br />
if tempSensValue <= 1 then<br />
local ci = ba.getControlInfo()<br />
ci.Pitch = ci.Pitch * tempSensValue<br />
ci.Heading = ci.Heading * tempSensValue<br />
ci.Bank = ci.Bank * tempSensValue<br />
end<br />
end<br />
end<br />
end<br />
<br />
function isAllowedToZoom()<br />
local allowedShip = zoom_isAllowedShip(hv.Player.Class)<br />
<br />
local allowedWeapon = true<br />
local primWeaponBank = hv.Player.PrimaryBanks<br />
if not linkedZoom and primWeaponBank.Linked then<br />
allowedWeapon = false<br />
else<br />
for i=0, #primWeaponBank do<br />
local v = primWeaponBank[i]<br />
if v.Armed then<br />
if zoom_isAllowedWeapon(tb.WeaponClasses[v.WeaponClass.Name]) then<br />
allowedWeapon = true<br />
break<br />
else<br />
allowedWeapon = false<br />
end<br />
end<br />
end<br />
if (allowedWeapon and not useWeaponEnd) or (useWeaponEnd and not allowedWeapon) then<br />
local secWeaponBank = hv.Player.SecondaryBanks<br />
for i=0, #secWeaponBank do<br />
local v = secWeaponBank[i]<br />
if v.Armed then<br />
if zoom_isAllowedWeapon(tb.WeaponClasses[v.WeaponClass.Name]) then<br />
allowedWeapon = true<br />
break<br />
else<br />
allowedWeapon = false<br />
end<br />
end<br />
end<br />
end<br />
end<br />
<br />
return allowedShip and allowedWeapon<br />
end<br />
<br />
function zoomIn()<br />
if not cam or not cam:isValid() then<br />
for i=1,#gr.Cameras do<br />
if gr.Cameras[i].Name == "Main camera" then -- There is no better method than this :(<br />
cam = gr.Cameras[i]<br />
break<br />
end<br />
end<br />
end<br />
<br />
if not zooming then<br />
if hv.Player:isValid() then<br />
if cam ~= nil and cam:isValid() then<br />
if isAllowedToZoom() then<br />
if currentProgr > 0 and currentProgr < 100 then<br />
stepWidth = width / currentProgr -- Setting the stepWidth in case the zoom may not have been completed<br />
end<br />
<br />
zoomEndProgress = 100<br />
<br />
zooming = true<br />
<br />
zoomingIn = true<br />
zoomedIn = false<br />
zoomedOut = false<br />
zoomingOut = false<br />
<br />
if not defaultZoomSet then<br />
normalFOV = cam.FOV<br />
defaultZoomSet = true<br />
end<br />
zoom = normalFOV * zoomValue<br />
<br />
ba.setControlMode(LUA_FULL_CONTROLS)<br />
<br />
cam:setFOV(zoom,transitionTime,transitionTime / 2,transitionTime / 4)<br />
end<br />
end<br />
end<br />
end<br />
end<br />
<br />
function zoomOut()<br />
if zooming and not zoomOutOverride then<br />
if hv.Player:isValid() then<br />
if cam ~= nil and cam:isValid() then<br />
<br />
stepWidth = width / 100<br />
<br />
zoomingIn = false<br />
zoomingOut = true<br />
zoomedIn = false<br />
zoomedOut = false<br />
<br />
if currentProgr > 0 then<br />
zoomEndProgress = currentProgr -- Save the progress we made as we begin to zoom back<br />
end<br />
<br />
cam:setFOV(normalFOV,transitionTime,transitionTime / 2,transitionTime / 4)<br />
<br />
ba.setControlMode(NORMAL_CONTROLS)<br />
<br />
fredOverride = false<br />
end<br />
end<br />
end<br />
end<br />
<br />
function drawProgress()<br />
progressString = getProgressString()<br />
<br />
gr.setColor(0,255,0)<br />
<br />
local stringWidth = gr.getStringWidth(progressString);<br />
gr.drawString(progressString,30,70)<br />
<br />
local realOffset_x = offset_x + stringWidth + 10<br />
gr.drawRectangle(realOffset_x, offset_y,realOffset_x + width, offset_y + heigth, zoomedIn)<br />
local frameTime = ba.getFrametime()<br />
<br />
local progressLineOffset_x = realOffset_x + stepWidth * currentProgr<br />
gr.drawLine(progressLineOffset_x, offset_y, progressLineOffset_x, offset_y + heigth)<br />
<br />
if not isAllowedToZoom() and not zoomOutOverride then<br />
if zoomingIn or zoomedIn then<br />
zoomOut()<br />
zoomOutOverride = true<br />
end<br />
end<br />
<br />
local thisFrameProg = (frameTime / transitionTime) * zoomEndProgress<br />
if zoomingIn then<br />
currentProgr = currentProgr + thisFrameProg<br />
if currentProgr >= 100 then<br />
currentProgr = 100<br />
zoomingIn = false<br />
zoomedIn = true<br />
end<br />
elseif zoomingOut then<br />
currentProgr = currentProgr - thisFrameProg<br />
if currentProgr <= 0 then<br />
currentProgr = 0<br />
zoomOutOverride = false<br />
zoomedOut = true<br />
zoomingOut = false<br />
zooming = false<br />
end<br />
end<br />
end<br />
<br />
local function init() <br />
if useConfig then<br />
readConfig() -- read the config file if exists<br />
end<br />
end<br />
<br />
local function initVars() <br />
-- Some things to tell the script to do something and some default values<br />
useConfig = true<br />
<br />
zoomValue = 0.1<br />
normalFOV = 0.75<br />
transitionTime = 2<br />
zooming = false<br />
defaultZoomSet = false<br />
configFile = "zoom_config.cfg"<br />
zoomOutOverride = false<br />
linkedZoom = true<br />
zoomKey = "d"<br />
zoomLockKey = nil<br />
<br />
fredOverride = false<br />
<br />
lockedZoom = false<br />
<br />
-- Setting the values to be used in the $On Frame: hook<br />
currentProgr = 0<br />
zoomEndProgress = 100<br />
<br />
zoomingIn = false<br />
zoomedIn = false<br />
<br />
zoomingOut = false<br />
zoomedOut = true<br />
<br />
-- Constants for drawing the progress<br />
offset_x = 30<br />
offset_y = 70<br />
heigth = 8<br />
width = 80<br />
<br />
stepWidth = width / 100<br />
<br />
-- Settings for the sensitivity<br />
sensitivity = 0.25<br />
<br />
-- The camera which is used for zooming (is initialized in the first $Key Pressed: hook)<br />
cam = nil<br />
<br />
-- Tables that hold the allowed/restricted informations<br />
-- Ships<br />
zoomAllowedShips = {"**all**"}<br />
zoomTempAllowedShip = {}<br />
<br />
zoomRestrictedShips = {}<br />
zoomTempRestrictedShip = {}<br />
<br />
-- Weapons<br />
zoomAllowedWeapons = {"**all**"}<br />
zoomTempAllowedWeapon = {} <br />
<br />
zoomRestrictedWeapons = {}<br />
zoomTempRestrictedWeapon = {}<br />
<br />
-- or the equal weapon-postfix method<br />
weaponEnd = "zoom"<br />
useWeaponEnd = false<br />
end<br />
<br />
function resetZoomScript()<br />
-- Reset camera in use...<br />
cam = nil<br />
end<br />
<br />
-- Initialize the global variables<br />
initVars()<br />
<br />
-- Initialize the rest<br />
init()<br />
<br />
ba.print("Zoom Script initialized!\n")<br />
</pre><br />
<br />
Then create the file '''zoom_KeyDn.lua''' and '''zoom_KeyUp.lua''' in your ''data/scripts'' directory and paste the following into then:<br />
<br />
'''zoom_KeyDn.lua:'''<br />
<pre><br />
if runZoomScript and not fredOverride then<br />
if zoomLockKey and hv.Key:lower() == zoomLockKey:lower() then<br />
if lockedZoom then<br />
zoomOut()<br />
lockedZoom = false<br />
return<br />
else<br />
zoomIn()<br />
lockedZoom = true<br />
return<br />
end<br />
end<br />
if hv.Key:lower() == zoomKey:lower() then<br />
zoomIn()<br />
end<br />
end<br />
</pre><br />
<br />
'''zoom_KeyUp.lua:'''<br />
<pre><br />
if runZoomScript and not fredOverride then<br />
if not lockedZoom then<br />
if hv.Key:lower() == zoomKey:lower() then<br />
zoomOut()<br />
end<br />
end<br />
end<br />
</pre><br />
<br />
After this create a file named '''zoom_config.cfg''' in your ''data/config'' directory and paste the following text into it:<br />
<pre><br />
-- Setting standard values<br />
Zoom Factor: 0.1<br />
Transition Time: 2<br />
Sensitivity: 0.25<br />
Linked Zoom: YES<br />
Key: d<br />
Zoom Lock Key: Alt-d<br />
<br />
-- Displaying Values<br />
Progress Offset X: 30<br />
Progress Offset Y: 70<br />
Progress Height: 8<br />
Progress Width: 80<br />
<br />
-- Setting ship class options<br />
Allowed Ship Class: **all**<br />
<br />
-- Setting weapon class options<br />
Allowed Weapon Class: **all**<br />
<br />
-- Now weapons with #zoom in the end will be allowed to zoom<br />
-- Uncomment this line to enable this behavior<br />
-- Weapon End: zoom<br />
</pre><br />
<br />
[[Category:Scripting Examples|Zoom]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Scripting.tbl&diff=44991Scripting.tbl2015-12-05T07:45:02Z<p>Talon1024: /* $Application: */ Changed $Application to be more accurate.</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|11242}}<br />
<br />
The '''scripting.tbl''' is used for scripting special features like alternate HUDs or ship viewer into the game.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-sct.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Info==<br />
*Scripting table consist of several sections identified by a hash mark preceeding the section name (i.g. #Global Hooks)<br />
*All sections ''must'' end with #'''End'''<br />
*All sections are optional<br />
*Most entries are optional<br />
*Scripting hooks are '''not''' executed on a separate thread (at least as of this writing). They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. Therefore, large and complicated scripts will most likely cause noticeable lag or slowdown when executed.<br />
{{Template:Note|1=Information on this page does not apply to pre-3.6.10 builds}}<br />
<br><br />
<br />
==Useful references==<br />
*'''[[FS2 Open Lua Scripting]]'''<br />
*'''[[Scripting API]]'''<br />
<!---*'''[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]''' - Link OOA ---><br />
*'''[[Scripting functions]]'''<br />
*'''[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]'''<br />
*'''[http://lua-users.org/wiki/ Lua-Users Wiki]'''<br />
*'''[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]'''<br />
<br />
==Prerequisites==<br />
<br />
===Frames===<br />
One of the most important things to understand when reading this guide is the concept of "frames". (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.<br />
<br />
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first "moved", in memory. This probably consists of physics calculations, that change the ship's position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a "backbuffer" - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.<br />
<br />
For scripting, '''it is important to understand that each block of code will therefore be executed several times a second, but only once per frame'''. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you "move" a ship after it has already been rendered, the change will not become apparent until the next frame.<br />
<br />
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:<br />
<pre>#Global Hooks<br />
$Global: [<br />
--If the g_WheeXPosition variable does not exist,<br />
--it means we are on the first frame.<br />
--If that is the case, set it to zero.<br />
if not g_WheeXPosition then<br />
g_WheeXPosition = 0<br />
end<br />
<br />
--Move the text<br />
g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())<br />
<br />
--Draw "WHEE!!!"<br />
gr.drawString("WHEE!!!", g_WheeXPosition, 10)<br />
]<br />
#End</pre><br />
<br><br />
<br />
===Hooks===<br />
Scripting "hooks" form the basis of the scripting system. A "hook" simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, "hook" refers to an entry in scripting.tbl.<br />
<br />
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that "$Hook:" is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).<br />
#<pre>$Hook: scripting</pre>Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.<br />
#<pre>$Hook: [scripting]</pre>A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)<br />
#<pre>$Hook: [[scriptfilename.lua]]</pre>Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.<br />
<br><br />
<br />
====+Override====<br />
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:<br />
<pre>$HUD: [<br />
gr.setColor(255, 255, 255, 255)<br />
gr.drawString("HUD Disabled", 50, 50)<br />
]<br />
+Override: true</pre><br />
<br />
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.<br />
<br><br />
<br />
==Sections==<br />
<br />
===#Global Hooks===<br />
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.<br />
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.<br />
<br><br />
<br />
====$Global:====<br />
Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the "On Frame" conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.<br />
<br><br />
<br />
====$Splash:====<br />
This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.<br />
<br><br />
<br />
====$GameInit:====<br />
This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.<br />
<br><br />
<br />
====$Simulation:====<br />
This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other "physical" in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.<br />
<br><br />
<br />
====$HUD:====<br />
The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.<br />
<br><br />
<br />
===#State Hooks===<br />
In Freespace2, a "state" more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed (Dec 2006) and superseded by the conditional hook system.<br />
<br><br />
<br />
=====$State:=====<br />
Specifies the state name. A full list of states is located here: ''[[List of Game States]]''<br />
<br />
=====$Hook:=====<br />
Executed after all of the state code has been executed, but before the game frame is actually drawn.<br />
<br />
======+Override:======<br />
Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.<br />
<br />
===#Conditional Hooks===<br />
Scripting hooks have been available since Sep 2006. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.<br />
<br />
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)<br />
<br />
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.<br />
<br />
This prompts the question: if this is all conditional scripting does, why not just use the global hook? <br />
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.<br />
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.<br />
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.<br />
<br />
;Format<br />
<br />
;'''$Condition:''': Where "$Condition:" is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
;'''$Action:''': Where "$Action:" is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
<br />
A brief description of all Conditions and Actions at the time of this writing:<br />
<br />
====Conditions====<br />
<br />
=====$Application:=====<br />
Specifies which application the execution will apply to. Can be '''FS2_Open''' or '''FRED2_Open'''.<br />
<br />
=====$State:=====<br />
Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission.<br />
*The full list of states can be found here: ''[[List of Game States]]''<br />
<br />
=====$Campaign:=====<br />
Controls execution based on the current campaign's filename. (It is under consideration to change this to the campaign's name, instead).<br />
<br />
=====$Mission:=====<br />
Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.<br />
<br />
=====$Object Type:=====<br />
Defines a specific object type that the action will apply for, such as a "Ship", "Asteroid", or "Jump Node".<br />
<br />
=====$Ship:=====<br />
Defines a specific ship (name) that the action will apply for.<br />
<br />
=====$Ship class:=====<br />
Defines a specific ship class (name) that the action will apply for.<br />
<br />
=====$Ship type:=====<br />
Defines a specific ship type (name) that the action will apply for.<br />
<br />
=====$Weapon class:=====<br />
Defines a specific weapon class (name) that the action will apply for.<br />
<br />
=====$KeyPress:=====<br />
Defines a specific key that the action will apply for.<br />
*Experimental.<br />
<br />
=====$Action:=====<br />
{{Table371|<br />
Defines a specific control that the action will apply for. For example "Fire Primary Weapon" or "Match Target Speed".<br />
}}<br />
<br />
====Actions====<br />
<br />
=====$On Game Init:=====<br />
Executes immediately after game has been started.<br />
::* No associated hook variables.<br />
<br />
=====$On Splash Screen:=====<br />
Executes when initial game splash screen is shown<br />
::* No associated hook variables.<br />
<br />
=====$On State Start:=====<br />
Executed when specified game state starts<br />
::* No associated hook variables.<br />
<br />
=====$On Frame:=====<br />
Executes immediately after the global scripting hook, which is right before the frame is drawn.<br />
::* No associated hook variables.<br />
<br />
=====$On Key Pressed:=====<br />
Executed when specified key is pressed<br />
::* '''Key''', The pressed key<br />
<br />
=====$On Key Released:=====<br />
Executed when specified key is released<br />
::* '''Key''', The released key<br />
<br />
=====$On Mouse Moved:=====<br />
Executed when mouse is moved<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Pressed:=====<br />
Executed when mouse button is pressed<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Released:=====<br />
Executed when mouse button is released<br />
::* No associated hook variables.<br />
<br />
=====$On State End:=====<br />
Executed when specified game state ends<br />
::* No associated hook variables.<br />
<br />
=====$On Mission Start:=====<br />
Executed when mission starts<br />
::* No associated hook variables.<br />
<br />
=====$On Gameplay Start:=====<br />
{{Table3615|<br />
Executed when the gameplay part of a mission starts<br />
::* No associated hook variables.}}<br />
<br />
=====$On HUD Draw:=====<br />
Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on<br />
::* '''Self''', the viewer (object)<br />
<br />
=====$On Ship Collision:=====<br />
Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type ("Weapon", "Debris", and so on) with the type of the object. If both objects are ships, the other object gains the name "ShipB". (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called "Script".) The override will disable FS2_Open code, as well as the other object's collision code. If both objects have an override set, only one of the objects' hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.<br />
::* When colliding something other than other ship:<br />
::** '''Ship''', the ship (object)<br />
::** '''Debris''', '''Asteroid''', '''Weapon''', depending what it collided with (object)<br />
::** '''Self''', the object referred by the condition (object)<br />
::** '''Object''', the ship (object)<br />
::* When colliding with other ship:<br />
::** '''Ship''', the ship (object) referred by the condition (object)<br />
::** '''ShipB''', the other ship (object)<br />
::** '''Self''', the ship (object) referred by the condition (object)<br />
::** '''Object''', the other ship (object)<br />
<br />
=====$On Weapon Collision:=====<br />
Like the ship collision hook, but for weapons.<br />
::* When colliding something other than other weapon:<br />
::** '''Weapon''', the weapon (object)<br />
::** '''Debris''', '''Asteroid''', '''Ship''', depending what it collided with (object)<br />
::** '''Self''', the object the weapon collided with (object)<br />
::** '''Object''', the weapon (object)<br />
::* When colliding with other weapon:<br />
::** '''Weapon''', the weapon (object) referred by the condition<br />
::** '''WeaponB''', the other weapon (object)<br />
::** '''Self''', the weapon (object) referred by the condition<br />
::** '''Object''', the other weapon (object)<br />
<br />
=====$On Debris Collision:=====<br />
Like the ship collision hook, except for debris.<br />
::* '''Debris''', the debris (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the debris collided with (object)<br />
::* '''Object''', the debris (object)<br />
<br />
=====$On Asteroid Collision:=====<br />
Like the ship collision hook, only for asteroids.<br />
::* '''Asteroid''', the asteroid (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the asteroid collided with (object)<br />
::* '''Object''', the asteroid (object)<br />
<br />
=====$On Object Render:=====<br />
Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an "Object" variable of the object to be rendered.<br />
::* '''Self''', the object rendered (object)<br />
<br />
=====$On Warp In:=====<br />
Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an "Object" handle in the HookVariables library, with the type of the object that is warping in.<br />
::* '''Self''', the object warping in (object)<br />
<br />
=====$On Warp Out:=====<br />
Same as warping in, except for warping out.<br />
::* '''Self''', the object warping out (object)<br />
<br />
=====$On Death:=====<br />
*Currently only valid for ships.<br />
Receives "Self" and "Killer" variables of the object and killer, respectively. Overriding it will override all default death behavior.<br />
::* For asteroids:<br />
::** '''Self''', the asteroid (object)<br />
::* For ships:<br />
::** '''Self''', the ship (object)<br />
::** '''Killer''', the other object (object) - NOTE, not guaranteed to exists<br />
<br />
=====$On Mission End:=====<br />
Run on mission end.<br />
::* No associated hook variables.<br />
=====$On Weapon Equipped:=====<br />
{{Table3613|<br />
Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Fired:=====<br />
{{Table3613|<br />
Runs once when a ship fires a weapon defined in the $Weapon class condition<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Selected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is selected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Deselected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is deselected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Turret Fired:=====<br />
{{Table3615|<br />
Executed when a turret fires.<br />
::* '''Ship''', the parent ship<br />
::* '''Weapon''', the weapon which was fired<br />
::* '''Target''', the intended target<br />
}}<br />
<br />
=====$On Ship Arrive:=====<br />
{{Table371|<br />
Executed when a ship arrives.<br />
::* '''Ship''', the arriving ship<br />
::* '''Parent''', the ship acting as the anchor when arrival location is "in front of ship", "near ship" or "docking bay"; nil or invalid handle otherwise<br />
}}<br />
<br />
=====$On Action:=====<br />
{{Table371|<br />
Executed when an action is triggered, regardless of which key or button it is bound to. Does currently not trigger on mouse or joystick movements.<br />
::* '''Action''', the textual description of the action (for example "Fire Primary Weapon" or "Match Target Speed")<br />
}}<br />
<br />
=====$On Action Stopped:=====<br />
{{Table371|<br />
Executed when a continuous action is released (for example "Fire Primary Weapon", "Turn Left" or "Afterburner").<br />
::* '''Action''', the textual description of the action<br />
}}<br />
<br />
=====$On Message Received:=====<br />
{{Table371|<br />
Executed when the player receives a message.<br />
::* '''Name''', the message name that was received. The message handle can be accessed with mn.Messages[hv.Name]<br />
::* '''Message''', the message text that would be displayed on the message gauge. Takes in account scrambled messages and variable replacements.<br />
::* '''SenderString''', the displayed string that shows the origin of the message.<br />
::* '''Builtin''', boolean, true if the message was a builtin message (eg: automatic messages from Command or wingmen)<br />
::* '''Sender''', object handle of the ship that sent the message. This might not always be valid, so check is :isValid() if you need to use it<br />
}}<br />
<br />
=====$On HUD Message Received:=====<br />
{{Table371|<br />
Executed when the HUD should display a message. This is similar to $On Message Received but it will also receive messages that were not generated by a message (e.g "Firing artillery" for SSM strikes).<br />
::* '''Text''', the plain text of the message<br />
::* '''SourceType''', a number representing the type of the sender. The number can be one of the following:<br />
:::* ''0'' A message sent by the computer<br />
:::* ''1'' A training message<br />
:::* ''2'' A message from a hidden source<br />
:::* ''3'' An important message (this type is currently unused)<br />
:::* ''4'' An failed message (this type is currently unused)<br />
:::* ''5'' An satisfied message (this type is currently unused)<br />
:::* ''6'' An message sent by (Terran) command<br />
:::* ''7'' A multiplayer message<br />
:::* ''&ge;8'' When the type is grater or equal to 8 then the source is one of the teams in the mission. You can get a team handle using mn.Team[hv.SourceType - 7] (as lua uses 1 based indexes)<br />
}}<br />
<br />
=====$On Afterburner Engage:=====<br />
{{Table373|<br />
Executed when a ship engages its afterburner.<br />
::* '''Ship''', the ship object of the ship engaging its afterburner<br />
}}<br />
<br />
=====$On Afterburner End:=====<br />
{{Table373|<br />
Executed when a ship stops its afterburner.<br />
::* '''Ship''', the ship object of the ship stopping its afterburner<br />
}}<br />
<br />
=====$On Beam Collision:=====<br />
{{Table373|<br />
Executed when a beam hits something.<br />
<br />
----<br />
<br />
'''If the beam hit a ship:'''<br />
::* '''Self''', the target ship that the beam hit<br />
::* '''Object''', the beam object that was fired<br />
<br />
----<br />
<br />
'''If the beam hit an asteroid:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the asteroid that was hit by the beam<br />
<br />
----<br />
<br />
'''If the beam hit a weapon, such as a torpedo:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the weapon object that was hit by the beam<br />
<br />
----<br />
<br />
'''If the beam hit a piece of debris:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the debris object that was hit by the beam<br />
<br />
}}<br />
<br />
=====$On Beam Fire:=====<br />
{{Table373|<br />
Executed when a beam is fired. This will occur after warm up is complete, as the beam starts to render and give damage.<br />
::* '''Beam''', the beam object being fired<br />
::* '''User''', the parent ship object firing the beam<br />
::* '''Target''', the target object that the beam is trying to hit. Not guaranteed to exist!<br />
}}<br />
<br />
==Misc. Hook Variables:==<br />
<br />
===Viewer===<br />
*Active if (non-player) viewing object is valid<br />
<br />
<br />
===Player===<br />
*Active if player obj is valid <br />
<br><br />
<br />
<br />
==Examples==<br />
<br />
See [[:Category:Scripting Examples|Scripting Examples category]]<br />
<br />
<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Ships.tbl&diff=44919Ships.tbl2015-11-08T18:11:28Z<p>Talon1024: Move Glowpoint overrides to correct position</p>
<hr />
<div>{{TableVersionGit|2015-05-12|5dfbc6d292}}<br />
<br />
The '''ships.tbl''' defines all the ship classes used in FSO.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Warning|<br />
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.<br />
*Syntax: String, either "FS1", or "Off". This defaults to the FS2 effect.}}<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Cockpit Display:===<br />
{{Table3615|<br />
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.<br />
*'''+Texture:'''<br />
*The filename of the cockpit texture to be replaced.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Offsets:'''<br />
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Size:'''<br />
* The size of the rectangle surface that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Background:'''<br />
* (Optional) Filename of the bitmap to be used as the background of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Foreground:'''<br />
* (Optional) Filename of the bitmap to be used as the foreground of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Display Name:'''<br />
* A name to be used as a reference handle.<br />
*Syntax: '''''String'''''}}<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$Collision LOD:===<br />
{{Table373|<br />
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.<br />
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel's LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.<br />
*For example, if ''$Collision LOD: 3'' is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it'll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
===$Enable Team Colors:===<br />
{{Table3615|<br />
*Enables Team Colors for a ship without setting a default color setting.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$Default Team:===<br />
{{Table3615|<br />
*Specifies the default team name to be used for coloring a ship.<br />
*None is will set the default to 'no coloring'.<br />
*Syntax: '''''String''''', name of the teams as defined in [[colors.tbl]]}}<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
*Certain default values (marked with '''X''') gain a specific multiplier based on ship radius<br />
::If the radius is less than 20 the multiplier is 1<br />
::If the radius is larger than 40 the multipler is 1.2<br />
::Otherwise it is between 1 and 1.2<br />
{{Table3610|<br />
*'''+Max Particles:'''<br />
**Default Value: 50 * '''X'''}}{{Table3613|<br />
*'''+Min Particles:'''<br />
**Default Value: 20 * '''X'''<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3 <br />
*'''+Min Radius:'''<br />
**Default Value: 0.7<br />
*'''+Max Lifetime:'''<br />
**Default Value: 1.5 * '''X'''<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.7 * '''X'''<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.2 * '''X'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])<br />
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.<br />
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you'll get.<br />
<br />
*Syntax: '''''Float'''''<br />
<br />
===$Rotdamp:===<br />
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn't a engine/thrust acceleration model for rotations)<br />
*Syntax: '''''Float'''''<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*The x and y velocities are considered slide veocities<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
**Note: Setting to Zero will cause the model to disappear in mission.<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity<br />
** We use 63.21% instead of 100% because FSO's acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.<br />
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum forward (z) velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Number of seconds needed from full stop to 63.21% maximum slide velocity<br />
*Note: this is applied to both slide (x and y) axes<br />
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Slide Decel:===<br />
*Number of seconds needed from 63.21% maximum slide velocity to full stop<br />
*Note: this is applied to both slide (x and y) axes<br />
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's attitude/facing without changing its current movement direction and speed.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence<br />
{{Note|If none of the following optional strings are added, the weapon will not converge. Don't forget to use them.}}<br />
}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Decel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Engage Time:===<br />
{{Table3615|<br />
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects}}<br />
{{Table3613|<br />
*Sets the minimum speed required for the ship to warp out for '''hyperspace''' type warpout effects}}<br />
{{Table3610|<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Accel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 80<br />
*'''+Min Particles:'''<br />
**Default Value: 40<br />
*'''+Max Radius:'''<br />
**Default Value: Ship radius * 0.015<br />
*'''+Min Radius:'''<br />
**Default Value: Ship radius * 0.005<br />
*'''+Max Lifetime:'''<br />
**Default Value: 6.0 * (1 + 0.002 * Ship radius)<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5 * (1 + 0.002 * Ship radius) <br />
*'''+Max Velocity:'''<br />
**Default Value: Speed of the propagating explosion<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 100<br />
*'''+Min Particles:'''<br />
**Default Value: 50<br />
*'''+Max Radius:'''<br />
**Default Value: 1.5<br />
*'''+Min Radius:'''<br />
**Default Value: 0.1<br />
*'''+Max Lifetime:'''<br />
**Default Value: 4.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5<br />
*'''+Max Velocity:'''<br />
**Default Value: 20.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 30<br />
*'''+Min Particles:'''<br />
**Default Value: 15<br />
*'''+Max Radius:'''<br />
**Default Value: 100.0<br />
*'''+Min Radius:'''<br />
**Default Value: 30.0<br />
*'''+Max Lifetime:'''<br />
**Default Value: 12.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 2.0<br />
*'''+Max Velocity:'''<br />
**Default Value: 350.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 50.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
===$Ship Recoil Modifier:===<br />
{{Table373|<br />
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|It is not required to have any weapons with the "apply recoil" flag set for this to be enabled.}}<br />
}}<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
====+Auto Spread:====<br />
{{Table371|<br />
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|"auto spread shields"]] ship flag is also needed.<br />
*Syntax: '''''Float''''', shield thickness in meters.}}<br />
<br />
====+Minimum Weapon Span:====<br />
{{Table373|<br />
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to ''YES''. Only valid with auto spread shields.<br />
*Syntax: '''''Float''''', defaults to the shield thickness.}}<br />
<br />
====+Allow Bypass:====<br />
{{Table371|<br />
*Determines whether weapons which impact on the ship's hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.<br />
*Syntax: '''''Boolean'''''<br />
**Default: ''NO''}}<br />
<br />
====+Spread From LOD:====<br />
{{Table371|<br />
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.<br />
*Syntax: '''''Integer''''', defaults to 0}}<br />
<br />
<br />
===$Model Point Shield Controls:===<br />
{{Table371|<br />
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, "none" is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.<br />
*Syntax: '''''( String list )''''', possible values "front", "left", "right", "rear" and "none"<br />
**Example: ''( "front" "rear" )'' for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.<br />
**Example: ''( "left" "rear" "right" )'' for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.<br />
**Example: ''( "front" "right" "rear" "left" )'' for a ship with four shield sections but perhaps positioned in a non-standard way.}}<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Shield Impact Explosion:===<br />
{{Table373|<br />
*Impact explosion animation to trigger when this ship's shields are hit. Works identically for all shield types.<br />
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].<br />
*Syntax: '''''String''''', filename or ''none''<br />
}}<br />
<br />
<br />
===$Max Shield Recharge:===<br />
{{Table373|<br />
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.<br />
*Syntax: '''''Float''''', multiplier ranging from 0.0 to 1.0, defaults to 1.0<br />
**Example: ''$Max Shield Recharge: 0.5'' caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.<br />
}}<br />
<br />
<br />
===$Power Output:===<br />
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29<br />
*Syntax: '''''Float'''''<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]<br />
*Syntax: '''''Float''''', seconds<br />
<br />
====+Aburn Max Reverse Vel:====<br />
{{Table3611|<br />
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
}}<br />
====+Aburn Rev accel:====<br />
{{Table3611|<br />
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]<br />
<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
===$Minimum Engine Volume:===<br />
{{Table373|<br />
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.<br />
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).<br />
*Syntax: '''''Float''''', volume multiplier, usually you'll want a value between 0.0 and 1.0<br />
}}<br />
<br />
===$GlideStartSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$GlideEndSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CockpitEngineSnd===<br />
{{Table3613|<br />
*Optional sound to be used for looping engine sound heard in the cockpit.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$FullThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to full power.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ZeroThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to zero power<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleUpSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when increasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleDownSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the looping sound heard when the afterburner is active<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerEngageSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the sound heard when the afterburner is engaged<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the activation of the afterburner failed<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileTrackingSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his primary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his secondary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$TargetAcquiredSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player acquires a new target<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the primary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the secondary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileEvadedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a missile has been evaded<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CargoScanningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the cargo of an object is being scanned<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Model Icon Direction:===<br />
{{Table373|<br />
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.<br />
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.<br />
**Syntax: ''String'', one of "top", "bottom", "front", "back", "left" or "right"}}<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
{{Table371|<br />
===$Briefing icon:===<br />
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing icon with cargo:===<br />
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing wing icon:===<br />
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing wing icon with cargo:===<br />
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
{{Table3613|<br />
*'''Defines the distortion effect for thrusters'''<br />
**'''$Thruster Bitmap Distortion:'''<br />
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap Distortion a:'''<br />
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Distortion Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion Length factor:'''<br />
***Defines the length multiplier for the thruster distortion<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion:'''<br />
***Defines whether the distortion effect is rendered for this ship.<br />
***Syntax: '''''Bool'''''}}<br />
{{Table373|<br />
*'''$Thruster Glow Noise Mult:'''<br />
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.<br />
** Defaults to 1.0.<br />
**Syntax: '''''Float'''''<br />
}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''}}<br />
{{Table3615|<br />
*'''$Radar Color Image 2D:'''<br />
**Defines the color bitmap used to represent the ship on the radar screen.<br />
**Syntax: '''''Filename'''''}}<br />
{{Table3611|<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Glowpoint overrides:===<br />
{{Table373|<br />
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.<br />
*Syntax: '''''( "String:Integer" )'''''<br />
*String refers to name in [[glowpoints.tbl]]<br />
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).<br />
**Example: '''$Glowpoint overrides: ( "teal_glow_10:1" "red_glow:2,3" "white_glow_10:4" "red_glow_10:5" "green_glow_10:6")'''<br />
}}<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
===$Path Metadata:===<br />
{{Table3613|<br />
*Allows definition of extra metadata<br />
*Syntax: '''''String''''', name of the path as defined in the ship POF file.<br />
**Example: '''$Path Metadata: $Bay01'''<br />
====+departure rvec:====<br />
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.<br />
====+arrive speed multiplier:====<br />
{{Table373|<br />
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.<br />
**Syntax: '''''Float'''''<br />
}}<br />
====+depart speed multiplier:====<br />
{{Table373|<br />
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.<br />
**Syntax: '''''Float'''''<br />
}}<br />
}}<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
:''Main article: [[Subsystem]]''<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible for the player to fly the ship<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==="no lighting"===<br />
{{Table3613|<br />
Ship will not receive lighting calculations}}<br />
<br />
==="auto spread shields"===<br />
{{Table371|<br />
Causes the ship's shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship's hull. Weapons will impact the ship's shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}<br />
<br />
==="model point shields"===<br />
{{Table371|<br />
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}<br />
<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Texturing&diff=44828Texturing2015-09-07T04:08:34Z<p>Talon1024: /* TextureName-misc-xxx */</p>
<hr />
<div>==General==<br />
<br />
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well. There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages. I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well. This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping. The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer's intentions as to what function each section should serve. However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map. Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn't an effective substitute.<br />
<br />
Texture tiling: This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly. When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable. As a general rule of thumb, don't create large expances of unbroken hull and you won't have this problem. If you can't get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up. Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here. Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures. I start out usually by applying a box UV map to the whole object, and then work from there. This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings. I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want. I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected "pole" effect around the ends which is difficult to rectify. For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it. See what you can come up with. And that's all of the texture section until someone who is better at it than I am comes along and fixes this page up.<br />
<br />
==Choosing dimensions==<br />
When making textures for models always use dimensions that are equal to 2<sup>n</sup> (2 to the power of some number), this means these numbers:<br />
<br />
16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.<br />
<br />
*Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512. Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.<br />
<br />
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher "Use Large textures") this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 & 3 cards.<br />
<br />
*1024 - This is the maximum texture size for many older cards that aren't voodoo, a TNT2 for example would have this maximum.<br />
<br />
*2048 - This is the maximum texture size for many older ATI cards. So it is recommended to use this as maximum as a general rule.<br />
<br />
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that's more memory for one texture than the TNT2 has in in total.<br />
<br />
So what happens if you don't use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.<br />
<br />
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.<br />
<br />
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won't look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.<br />
<br />
==SCP Team Recommendations==<br />
The new HT&L feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.<br />
<br />
<br />
===Textures===<br />
<br />
# Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.<br />
# Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).<br />
#*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). <br />
#**Tip: See if the program you use to compress has a High Quality option. With the nvdxt cmdline program, the switch is: -quality_highest<br />
#*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn't get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.<br />
# For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.<br />
<br />
<br />
===Models===<br />
<br />
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. FreeSpace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.<br />
<br />
<br />
==Texture Types==<br />
FreeSpace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of FreeSpace 2 Textures. As of Feb 05, 2010, PNG Support was made available to the engine as well.<br />
<br />
''Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]''.<br />
<br />
<br />
<font color=cyan>'''Important note about Squadron Insignias'''</font><br />
<br />
Squadron Insignias, used on pof models which have included its support, are stored in '''''/data/players/squads''''', not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].<br />
<br />
<br />
==Texture naming conventions==<br />
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.<br />
<br />
<br />
<font color=cyan>'''Important note about Models and Texture Loading'''</font><br />
<br />
As it has happened at least once, this should be defined for future notice. The POF _only_ needs to ever have the colour map (also known as Base Map or Diffuse Map) defined. All of the other types (-normal, -glow, -shine etc) do not need to be defined in the POF so long as they share the same prefix of the name.<br><br />
Ex: MyShip.dds defined in the POF will have MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds loaded by the game engine should they exist because the "MyShip" part links them together.<br />
<br />
<br />
====TextureName.xxx====<br />
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency, but for the most part, does not need one at all. DXT1 (non-alpha) is the typical format for this map.<br />
<br />
<br />
====TextureName''-glow''.xxx====<br />
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.<br />
<br />
<font color=cyan>'''NOTE''':</font> Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.<br />
<br />
<font color=cyan>'''NOTE''':</font> FSOpen Glow maps are additive, they ADD colour to the existing texture. 3d modelling programs (like 3ds Max, for example), do not use additive glow maps. They simply use it as a mask. Beware of this difference, as a ship rendered in 3ds max may look different in game due to this difference.<br />
<br />
====TextureName''-shine''.xxx====<br />
This is the Specular map of the model, once again using the UV’s for the model. The -Shine maps RGB channels are additive to the Diffuse map, hence why many will appear (when viewing in a texture viewer) to be darker than the diffuse map. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.<br />
<br />
<font color=cyan>'''NOTE about environmental mapping''':</font> Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:<br />
* No available -shine map. There won't be any env mapping effect either.<br />
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.<br />
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values, where brighter areas in the Alpha channel whil have a higher level of reflection and be "glass" like the brighter it gets.<br />
<br />
<br />
====TextureName''-trans''.xxx====<br />
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as ''-shine'' or ''-glow'' map (for example '''TextureName''-trans-glow'''''). Transparency can also be set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]), but the use of the -trans method offers a number of benefits, attributed to the different nature of its rendering. For one, use of -trans textures eliminates the issue of rendering order, and the texture behaves as if the "transparent" box is checked in the ship lab.<br />
<br />
<font color=cyan>Note:</font> unlike with other textures, simply providing an extra MyShip-trans texture doesn't work. You must actually name your base texture MyShip-trans and do so also in the pof file. So instead of ''MyShip.dds'', ''MyShip-normal.dds'' and ''MyShip-trans.dds'', you need '''MyShip-trans.dds''' and '''MyShip-trans-normal.dds'''.<br />
<br />
==New texture types within GLSL rendering==<br />
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.<br />
<br />
<br />
====TextureName''-normal''.xxx====<br />
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance. This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.<br />
<br />
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.<br />
<br />
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.<br />
<br />
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using "Save As - DXT5_NM" and then manipulating the channel data is a bad idea and provides limited control of your output.)<br />
<br />
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don't Panic! Nothing has gone wrong as you will see once it is in-game.<br />
<br />
<br />
====TextureName''-height''.xxx====<br />
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag.<br />
NOTE: This effect is currently not supported by the shaders distributed with the MediaVPs. If you wish to use it, you need to implement support for it.<br />
<br />
====TextureName''-misc''-xxx====<br />
This map is used to apply [[Colors.tbl#.23Team_Colors|team colors]] to the hull texture. The base color is applied to the red channel, and the stripe color is applied to the green channel. The blue and alpha channels are ignored.<br />
<br />
==Animated Textures==<br />
FreeSpace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by FreeSpace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.<br />
<br />
All .EFF image files must be in the same format, but can be in any format FreeSpace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.<br />
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.<br />
<br />
'''$Type:''' XXX - Defines the type of file being used, can be DDS, PNG, TGA, JPG, PCX<br />
<br />
'''$Frames:''' XX - Defines the number of Frames in the total (looping) animation.<br />
<br />
'''$FPS:''' XX - The Frame Per Second speed of the animation.<br />
<br />
<br />
This file should be saved in the textures folder of your project alongside the images themselves.<br />
<br />
<br />
===Effect textures===<br />
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.<br />
<br />
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.<br />
<br />
<br />
==Alpha Channel management==<br />
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:<br />
<br />
*<font color=cyan> '''Bitmap formats with no alpha channel''':</font> The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn't apply to ship textures where you can have black shown pixels.<br />
*<font color=cyan> '''DXT1a DDS textures''':</font> They have 1 bit alpha channel, (DXT1c ones don't have alpha channel), but this channel is ignored. They behave as textures without alpha channel.<br />
*<font color=cyan> '''Other formats with alpha channel''':</font> Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.<br />
*<font color=cyan> '''Normal Map alpha channel''':</font> There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMap Filter).<br />
<br />
<br />
==Wiki articles index==<br />
*[[Herra Tohtori's texturing tutorial]]<br />
<br />
[[Category:Modding]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Texturing&diff=44827Texturing2015-09-07T04:05:23Z<p>Talon1024: /* TextureName-misc-xxx */</p>
<hr />
<div>==General==<br />
<br />
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well. There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages. I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well. This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping. The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer's intentions as to what function each section should serve. However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map. Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn't an effective substitute.<br />
<br />
Texture tiling: This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly. When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable. As a general rule of thumb, don't create large expances of unbroken hull and you won't have this problem. If you can't get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up. Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here. Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures. I start out usually by applying a box UV map to the whole object, and then work from there. This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings. I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want. I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected "pole" effect around the ends which is difficult to rectify. For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it. See what you can come up with. And that's all of the texture section until someone who is better at it than I am comes along and fixes this page up.<br />
<br />
==Choosing dimensions==<br />
When making textures for models always use dimensions that are equal to 2<sup>n</sup> (2 to the power of some number), this means these numbers:<br />
<br />
16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.<br />
<br />
*Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512. Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.<br />
<br />
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher "Use Large textures") this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 & 3 cards.<br />
<br />
*1024 - This is the maximum texture size for many older cards that aren't voodoo, a TNT2 for example would have this maximum.<br />
<br />
*2048 - This is the maximum texture size for many older ATI cards. So it is recommended to use this as maximum as a general rule.<br />
<br />
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that's more memory for one texture than the TNT2 has in in total.<br />
<br />
So what happens if you don't use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.<br />
<br />
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.<br />
<br />
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won't look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.<br />
<br />
==SCP Team Recommendations==<br />
The new HT&L feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.<br />
<br />
<br />
===Textures===<br />
<br />
# Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.<br />
# Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).<br />
#*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). <br />
#**Tip: See if the program you use to compress has a High Quality option. With the nvdxt cmdline program, the switch is: -quality_highest<br />
#*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn't get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.<br />
# For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.<br />
<br />
<br />
===Models===<br />
<br />
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. FreeSpace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.<br />
<br />
<br />
==Texture Types==<br />
FreeSpace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of FreeSpace 2 Textures. As of Feb 05, 2010, PNG Support was made available to the engine as well.<br />
<br />
''Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]''.<br />
<br />
<br />
<font color=cyan>'''Important note about Squadron Insignias'''</font><br />
<br />
Squadron Insignias, used on pof models which have included its support, are stored in '''''/data/players/squads''''', not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].<br />
<br />
<br />
==Texture naming conventions==<br />
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.<br />
<br />
<br />
<font color=cyan>'''Important note about Models and Texture Loading'''</font><br />
<br />
As it has happened at least once, this should be defined for future notice. The POF _only_ needs to ever have the colour map (also known as Base Map or Diffuse Map) defined. All of the other types (-normal, -glow, -shine etc) do not need to be defined in the POF so long as they share the same prefix of the name.<br><br />
Ex: MyShip.dds defined in the POF will have MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds loaded by the game engine should they exist because the "MyShip" part links them together.<br />
<br />
<br />
====TextureName.xxx====<br />
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency, but for the most part, does not need one at all. DXT1 (non-alpha) is the typical format for this map.<br />
<br />
<br />
====TextureName''-glow''.xxx====<br />
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.<br />
<br />
<font color=cyan>'''NOTE''':</font> Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.<br />
<br />
<font color=cyan>'''NOTE''':</font> FSOpen Glow maps are additive, they ADD colour to the existing texture. 3d modelling programs (like 3ds Max, for example), do not use additive glow maps. They simply use it as a mask. Beware of this difference, as a ship rendered in 3ds max may look different in game due to this difference.<br />
<br />
====TextureName''-shine''.xxx====<br />
This is the Specular map of the model, once again using the UV’s for the model. The -Shine maps RGB channels are additive to the Diffuse map, hence why many will appear (when viewing in a texture viewer) to be darker than the diffuse map. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.<br />
<br />
<font color=cyan>'''NOTE about environmental mapping''':</font> Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:<br />
* No available -shine map. There won't be any env mapping effect either.<br />
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.<br />
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values, where brighter areas in the Alpha channel whil have a higher level of reflection and be "glass" like the brighter it gets.<br />
<br />
<br />
====TextureName''-trans''.xxx====<br />
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as ''-shine'' or ''-glow'' map (for example '''TextureName''-trans-glow'''''). Transparency can also be set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]), but the use of the -trans method offers a number of benefits, attributed to the different nature of its rendering. For one, use of -trans textures eliminates the issue of rendering order, and the texture behaves as if the "transparent" box is checked in the ship lab.<br />
<br />
<font color=cyan>Note:</font> unlike with other textures, simply providing an extra MyShip-trans texture doesn't work. You must actually name your base texture MyShip-trans and do so also in the pof file. So instead of ''MyShip.dds'', ''MyShip-normal.dds'' and ''MyShip-trans.dds'', you need '''MyShip-trans.dds''' and '''MyShip-trans-normal.dds'''.<br />
<br />
==New texture types within GLSL rendering==<br />
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.<br />
<br />
<br />
====TextureName''-normal''.xxx====<br />
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance. This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.<br />
<br />
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.<br />
<br />
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.<br />
<br />
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using "Save As - DXT5_NM" and then manipulating the channel data is a bad idea and provides limited control of your output.)<br />
<br />
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don't Panic! Nothing has gone wrong as you will see once it is in-game.<br />
<br />
<br />
====TextureName''-height''.xxx====<br />
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag.<br />
NOTE: This effect is currently not supported by the shaders distributed with the MediaVPs. If you wish to use it, you need to implement support for it.<br />
<br />
====TextureName''-misc''-xxx====<br />
This map is used to apply [[http://www.hard-light.net/wiki/index.php/Colors.tbl#.23Team_Colors| team colors]] to the hull texture. The base color is applied to the red channel, and the stripe color is applied to the green channel. The blue and alpha channels are ignored.<br />
<br />
==Animated Textures==<br />
FreeSpace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by FreeSpace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.<br />
<br />
All .EFF image files must be in the same format, but can be in any format FreeSpace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.<br />
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.<br />
<br />
'''$Type:''' XXX - Defines the type of file being used, can be DDS, PNG, TGA, JPG, PCX<br />
<br />
'''$Frames:''' XX - Defines the number of Frames in the total (looping) animation.<br />
<br />
'''$FPS:''' XX - The Frame Per Second speed of the animation.<br />
<br />
<br />
This file should be saved in the textures folder of your project alongside the images themselves.<br />
<br />
<br />
===Effect textures===<br />
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.<br />
<br />
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.<br />
<br />
<br />
==Alpha Channel management==<br />
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:<br />
<br />
*<font color=cyan> '''Bitmap formats with no alpha channel''':</font> The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn't apply to ship textures where you can have black shown pixels.<br />
*<font color=cyan> '''DXT1a DDS textures''':</font> They have 1 bit alpha channel, (DXT1c ones don't have alpha channel), but this channel is ignored. They behave as textures without alpha channel.<br />
*<font color=cyan> '''Other formats with alpha channel''':</font> Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.<br />
*<font color=cyan> '''Normal Map alpha channel''':</font> There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMap Filter).<br />
<br />
<br />
==Wiki articles index==<br />
*[[Herra Tohtori's texturing tutorial]]<br />
<br />
[[Category:Modding]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Texturing&diff=44826Texturing2015-09-07T04:04:45Z<p>Talon1024: /* TextureName-misc-xxx */</p>
<hr />
<div>==General==<br />
<br />
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well. There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages. I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well. This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping. The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer's intentions as to what function each section should serve. However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map. Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn't an effective substitute.<br />
<br />
Texture tiling: This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly. When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable. As a general rule of thumb, don't create large expances of unbroken hull and you won't have this problem. If you can't get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up. Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here. Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures. I start out usually by applying a box UV map to the whole object, and then work from there. This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings. I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want. I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected "pole" effect around the ends which is difficult to rectify. For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it. See what you can come up with. And that's all of the texture section until someone who is better at it than I am comes along and fixes this page up.<br />
<br />
==Choosing dimensions==<br />
When making textures for models always use dimensions that are equal to 2<sup>n</sup> (2 to the power of some number), this means these numbers:<br />
<br />
16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.<br />
<br />
*Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512. Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.<br />
<br />
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher "Use Large textures") this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 & 3 cards.<br />
<br />
*1024 - This is the maximum texture size for many older cards that aren't voodoo, a TNT2 for example would have this maximum.<br />
<br />
*2048 - This is the maximum texture size for many older ATI cards. So it is recommended to use this as maximum as a general rule.<br />
<br />
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that's more memory for one texture than the TNT2 has in in total.<br />
<br />
So what happens if you don't use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.<br />
<br />
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.<br />
<br />
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won't look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.<br />
<br />
==SCP Team Recommendations==<br />
The new HT&L feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.<br />
<br />
<br />
===Textures===<br />
<br />
# Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.<br />
# Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).<br />
#*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). <br />
#**Tip: See if the program you use to compress has a High Quality option. With the nvdxt cmdline program, the switch is: -quality_highest<br />
#*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn't get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.<br />
# For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.<br />
<br />
<br />
===Models===<br />
<br />
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. FreeSpace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.<br />
<br />
<br />
==Texture Types==<br />
FreeSpace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of FreeSpace 2 Textures. As of Feb 05, 2010, PNG Support was made available to the engine as well.<br />
<br />
''Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]''.<br />
<br />
<br />
<font color=cyan>'''Important note about Squadron Insignias'''</font><br />
<br />
Squadron Insignias, used on pof models which have included its support, are stored in '''''/data/players/squads''''', not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].<br />
<br />
<br />
==Texture naming conventions==<br />
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.<br />
<br />
<br />
<font color=cyan>'''Important note about Models and Texture Loading'''</font><br />
<br />
As it has happened at least once, this should be defined for future notice. The POF _only_ needs to ever have the colour map (also known as Base Map or Diffuse Map) defined. All of the other types (-normal, -glow, -shine etc) do not need to be defined in the POF so long as they share the same prefix of the name.<br><br />
Ex: MyShip.dds defined in the POF will have MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds loaded by the game engine should they exist because the "MyShip" part links them together.<br />
<br />
<br />
====TextureName.xxx====<br />
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency, but for the most part, does not need one at all. DXT1 (non-alpha) is the typical format for this map.<br />
<br />
<br />
====TextureName''-glow''.xxx====<br />
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.<br />
<br />
<font color=cyan>'''NOTE''':</font> Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.<br />
<br />
<font color=cyan>'''NOTE''':</font> FSOpen Glow maps are additive, they ADD colour to the existing texture. 3d modelling programs (like 3ds Max, for example), do not use additive glow maps. They simply use it as a mask. Beware of this difference, as a ship rendered in 3ds max may look different in game due to this difference.<br />
<br />
====TextureName''-shine''.xxx====<br />
This is the Specular map of the model, once again using the UV’s for the model. The -Shine maps RGB channels are additive to the Diffuse map, hence why many will appear (when viewing in a texture viewer) to be darker than the diffuse map. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.<br />
<br />
<font color=cyan>'''NOTE about environmental mapping''':</font> Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:<br />
* No available -shine map. There won't be any env mapping effect either.<br />
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.<br />
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values, where brighter areas in the Alpha channel whil have a higher level of reflection and be "glass" like the brighter it gets.<br />
<br />
<br />
====TextureName''-trans''.xxx====<br />
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as ''-shine'' or ''-glow'' map (for example '''TextureName''-trans-glow'''''). Transparency can also be set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]), but the use of the -trans method offers a number of benefits, attributed to the different nature of its rendering. For one, use of -trans textures eliminates the issue of rendering order, and the texture behaves as if the "transparent" box is checked in the ship lab.<br />
<br />
<font color=cyan>Note:</font> unlike with other textures, simply providing an extra MyShip-trans texture doesn't work. You must actually name your base texture MyShip-trans and do so also in the pof file. So instead of ''MyShip.dds'', ''MyShip-normal.dds'' and ''MyShip-trans.dds'', you need '''MyShip-trans.dds''' and '''MyShip-trans-normal.dds'''.<br />
<br />
==New texture types within GLSL rendering==<br />
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.<br />
<br />
<br />
====TextureName''-normal''.xxx====<br />
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance. This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.<br />
<br />
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.<br />
<br />
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.<br />
<br />
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using "Save As - DXT5_NM" and then manipulating the channel data is a bad idea and provides limited control of your output.)<br />
<br />
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don't Panic! Nothing has gone wrong as you will see once it is in-game.<br />
<br />
<br />
====TextureName''-height''.xxx====<br />
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag.<br />
NOTE: This effect is currently not supported by the shaders distributed with the MediaVPs. If you wish to use it, you need to implement support for it.<br />
<br />
====TextureName''-misc''-xxx====<br />
This map is used to apply [[http://www.hard-light.net/wiki/index.php/Colors.tbl#.23Team_Colors|team colors]] to the hull texture. The base color is applied to the red channel, and the stripe color is applied to the green channel. The blue and alpha channels are ignored.<br />
<br />
==Animated Textures==<br />
FreeSpace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by FreeSpace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.<br />
<br />
All .EFF image files must be in the same format, but can be in any format FreeSpace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.<br />
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.<br />
<br />
'''$Type:''' XXX - Defines the type of file being used, can be DDS, PNG, TGA, JPG, PCX<br />
<br />
'''$Frames:''' XX - Defines the number of Frames in the total (looping) animation.<br />
<br />
'''$FPS:''' XX - The Frame Per Second speed of the animation.<br />
<br />
<br />
This file should be saved in the textures folder of your project alongside the images themselves.<br />
<br />
<br />
===Effect textures===<br />
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.<br />
<br />
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.<br />
<br />
<br />
==Alpha Channel management==<br />
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:<br />
<br />
*<font color=cyan> '''Bitmap formats with no alpha channel''':</font> The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn't apply to ship textures where you can have black shown pixels.<br />
*<font color=cyan> '''DXT1a DDS textures''':</font> They have 1 bit alpha channel, (DXT1c ones don't have alpha channel), but this channel is ignored. They behave as textures without alpha channel.<br />
*<font color=cyan> '''Other formats with alpha channel''':</font> Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.<br />
*<font color=cyan> '''Normal Map alpha channel''':</font> There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMap Filter).<br />
<br />
<br />
==Wiki articles index==<br />
*[[Herra Tohtori's texturing tutorial]]<br />
<br />
[[Category:Modding]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Texturing&diff=44825Texturing2015-09-07T03:56:48Z<p>Talon1024: Add info about team colors</p>
<hr />
<div>==General==<br />
<br />
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well. There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages. I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well. This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping. The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer's intentions as to what function each section should serve. However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map. Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn't an effective substitute.<br />
<br />
Texture tiling: This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly. When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable. As a general rule of thumb, don't create large expances of unbroken hull and you won't have this problem. If you can't get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up. Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here. Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures. I start out usually by applying a box UV map to the whole object, and then work from there. This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings. I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want. I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected "pole" effect around the ends which is difficult to rectify. For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it. See what you can come up with. And that's all of the texture section until someone who is better at it than I am comes along and fixes this page up.<br />
<br />
==Choosing dimensions==<br />
When making textures for models always use dimensions that are equal to 2<sup>n</sup> (2 to the power of some number), this means these numbers:<br />
<br />
16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.<br />
<br />
*Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512. Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.<br />
<br />
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher "Use Large textures") this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 & 3 cards.<br />
<br />
*1024 - This is the maximum texture size for many older cards that aren't voodoo, a TNT2 for example would have this maximum.<br />
<br />
*2048 - This is the maximum texture size for many older ATI cards. So it is recommended to use this as maximum as a general rule.<br />
<br />
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that's more memory for one texture than the TNT2 has in in total.<br />
<br />
So what happens if you don't use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.<br />
<br />
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.<br />
<br />
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won't look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.<br />
<br />
==SCP Team Recommendations==<br />
The new HT&L feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.<br />
<br />
<br />
===Textures===<br />
<br />
# Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.<br />
# Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).<br />
#*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). <br />
#**Tip: See if the program you use to compress has a High Quality option. With the nvdxt cmdline program, the switch is: -quality_highest<br />
#*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn't get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.<br />
# For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.<br />
<br />
<br />
===Models===<br />
<br />
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. FreeSpace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.<br />
<br />
<br />
==Texture Types==<br />
FreeSpace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of FreeSpace 2 Textures. As of Feb 05, 2010, PNG Support was made available to the engine as well.<br />
<br />
''Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]''.<br />
<br />
<br />
<font color=cyan>'''Important note about Squadron Insignias'''</font><br />
<br />
Squadron Insignias, used on pof models which have included its support, are stored in '''''/data/players/squads''''', not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].<br />
<br />
<br />
==Texture naming conventions==<br />
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.<br />
<br />
<br />
<font color=cyan>'''Important note about Models and Texture Loading'''</font><br />
<br />
As it has happened at least once, this should be defined for future notice. The POF _only_ needs to ever have the colour map (also known as Base Map or Diffuse Map) defined. All of the other types (-normal, -glow, -shine etc) do not need to be defined in the POF so long as they share the same prefix of the name.<br><br />
Ex: MyShip.dds defined in the POF will have MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds loaded by the game engine should they exist because the "MyShip" part links them together.<br />
<br />
<br />
====TextureName.xxx====<br />
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency, but for the most part, does not need one at all. DXT1 (non-alpha) is the typical format for this map.<br />
<br />
<br />
====TextureName''-glow''.xxx====<br />
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.<br />
<br />
<font color=cyan>'''NOTE''':</font> Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.<br />
<br />
<font color=cyan>'''NOTE''':</font> FSOpen Glow maps are additive, they ADD colour to the existing texture. 3d modelling programs (like 3ds Max, for example), do not use additive glow maps. They simply use it as a mask. Beware of this difference, as a ship rendered in 3ds max may look different in game due to this difference.<br />
<br />
====TextureName''-shine''.xxx====<br />
This is the Specular map of the model, once again using the UV’s for the model. The -Shine maps RGB channels are additive to the Diffuse map, hence why many will appear (when viewing in a texture viewer) to be darker than the diffuse map. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.<br />
<br />
<font color=cyan>'''NOTE about environmental mapping''':</font> Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:<br />
* No available -shine map. There won't be any env mapping effect either.<br />
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.<br />
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values, where brighter areas in the Alpha channel whil have a higher level of reflection and be "glass" like the brighter it gets.<br />
<br />
<br />
====TextureName''-trans''.xxx====<br />
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as ''-shine'' or ''-glow'' map (for example '''TextureName''-trans-glow'''''). Transparency can also be set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]), but the use of the -trans method offers a number of benefits, attributed to the different nature of its rendering. For one, use of -trans textures eliminates the issue of rendering order, and the texture behaves as if the "transparent" box is checked in the ship lab.<br />
<br />
<font color=cyan>Note:</font> unlike with other textures, simply providing an extra MyShip-trans texture doesn't work. You must actually name your base texture MyShip-trans and do so also in the pof file. So instead of ''MyShip.dds'', ''MyShip-normal.dds'' and ''MyShip-trans.dds'', you need '''MyShip-trans.dds''' and '''MyShip-trans-normal.dds'''.<br />
<br />
==New texture types within GLSL rendering==<br />
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.<br />
<br />
<br />
====TextureName''-normal''.xxx====<br />
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance. This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.<br />
<br />
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.<br />
<br />
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.<br />
<br />
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using "Save As - DXT5_NM" and then manipulating the channel data is a bad idea and provides limited control of your output.)<br />
<br />
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don't Panic! Nothing has gone wrong as you will see once it is in-game.<br />
<br />
<br />
====TextureName''-height''.xxx====<br />
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag.<br />
NOTE: This effect is currently not supported by the shaders distributed with the MediaVPs. If you wish to use it, you need to implement support for it.<br />
<br />
====TextureName''-misc''-xxx====<br />
This map is used to apply team colors to the hull texture. The base color is applied to the red channel, and the stripe color is applied to the green channel. The blue and alpha channels are ignored.<br />
<br />
==Animated Textures==<br />
FreeSpace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by FreeSpace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.<br />
<br />
All .EFF image files must be in the same format, but can be in any format FreeSpace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.<br />
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.<br />
<br />
'''$Type:''' XXX - Defines the type of file being used, can be DDS, PNG, TGA, JPG, PCX<br />
<br />
'''$Frames:''' XX - Defines the number of Frames in the total (looping) animation.<br />
<br />
'''$FPS:''' XX - The Frame Per Second speed of the animation.<br />
<br />
<br />
This file should be saved in the textures folder of your project alongside the images themselves.<br />
<br />
<br />
===Effect textures===<br />
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.<br />
<br />
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.<br />
<br />
<br />
==Alpha Channel management==<br />
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:<br />
<br />
*<font color=cyan> '''Bitmap formats with no alpha channel''':</font> The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn't apply to ship textures where you can have black shown pixels.<br />
*<font color=cyan> '''DXT1a DDS textures''':</font> They have 1 bit alpha channel, (DXT1c ones don't have alpha channel), but this channel is ignored. They behave as textures without alpha channel.<br />
*<font color=cyan> '''Other formats with alpha channel''':</font> Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.<br />
*<font color=cyan> '''Normal Map alpha channel''':</font> There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMap Filter).<br />
<br />
<br />
==Wiki articles index==<br />
*[[Herra Tohtori's texturing tutorial]]<br />
<br />
[[Category:Modding]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Scripting.tbl&diff=44824Scripting.tbl2015-09-05T07:02:54Z<p>Talon1024: /* $On Beam Collision: */</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|11242}}<br />
<br />
The '''scripting.tbl''' is used for scripting special features like alternate HUDs or ship viewer into the game.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-sct.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Info==<br />
*Scripting table consist of several sections identified by a hash mark preceeding the section name (i.g. #Global Hooks)<br />
*All sections ''must'' end with #'''End'''<br />
*All sections are optional<br />
*Most entries are optional<br />
*Scripting hooks are '''not''' executed on a separate thread (at least as of this writing). They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. Therefore, large and complicated scripts will most likely cause noticeable lag or slowdown when executed.<br />
{{Template:Note|1=Information on this page does not apply to pre-3.6.10 builds}}<br />
<br><br />
<br />
==Useful references==<br />
*'''[[FS2 Open Lua Scripting]]'''<br />
*'''[[Scripting API]]'''<br />
<!---*'''[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]''' - Link OOA ---><br />
*'''[[Scripting functions]]'''<br />
*'''[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]'''<br />
*'''[http://lua-users.org/wiki/ Lua-Users Wiki]'''<br />
*'''[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]'''<br />
<br />
==Prerequisites==<br />
<br />
===Frames===<br />
One of the most important things to understand when reading this guide is the concept of "frames". (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.<br />
<br />
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first "moved", in memory. This probably consists of physics calculations, that change the ship's position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a "backbuffer" - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.<br />
<br />
For scripting, '''it is important to understand that each block of code will therefore be executed several times a second, but only once per frame'''. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you "move" a ship after it has already been rendered, the change will not become apparent until the next frame.<br />
<br />
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:<br />
<pre>#Global Hooks<br />
$Global: [<br />
--If the g_WheeXPosition variable does not exist,<br />
--it means we are on the first frame.<br />
--If that is the case, set it to zero.<br />
if not g_WheeXPosition then<br />
g_WheeXPosition = 0<br />
end<br />
<br />
--Move the text<br />
g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())<br />
<br />
--Draw "WHEE!!!"<br />
gr.drawString("WHEE!!!", g_WheeXPosition, 10)<br />
]<br />
#End</pre><br />
<br><br />
<br />
===Hooks===<br />
Scripting "hooks" form the basis of the scripting system. A "hook" simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, "hook" refers to an entry in scripting.tbl.<br />
<br />
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that "$Hook:" is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).<br />
#<pre>$Hook: scripting</pre>Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.<br />
#<pre>$Hook: [scripting]</pre>A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)<br />
#<pre>$Hook: [[scriptfilename.lua]]</pre>Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.<br />
<br><br />
<br />
====+Override====<br />
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:<br />
<pre>$HUD: [<br />
gr.setColor(255, 255, 255, 255)<br />
gr.drawString("HUD Disabled", 50, 50)<br />
]<br />
+Override: true</pre><br />
<br />
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.<br />
<br><br />
<br />
==Sections==<br />
<br />
===#Global Hooks===<br />
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.<br />
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.<br />
<br><br />
<br />
====$Global:====<br />
Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the "On Frame" conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.<br />
<br><br />
<br />
====$Splash:====<br />
This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.<br />
<br><br />
<br />
====$GameInit:====<br />
This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.<br />
<br><br />
<br />
====$Simulation:====<br />
This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other "physical" in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.<br />
<br><br />
<br />
====$HUD:====<br />
The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.<br />
<br><br />
<br />
===#State Hooks===<br />
In Freespace2, a "state" more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed (Dec 2006) and superseded by the conditional hook system.<br />
<br><br />
<br />
=====$State:=====<br />
Specifies the state name. A full list of states is located here: ''[[List of Game States]]''<br />
<br />
=====$Hook:=====<br />
Executed after all of the state code has been executed, but before the game frame is actually drawn.<br />
<br />
======+Override:======<br />
Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.<br />
<br />
===#Conditional Hooks===<br />
Scripting hooks have been available since Sep 2006. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.<br />
<br />
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)<br />
<br />
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.<br />
<br />
This prompts the question: if this is all conditional scripting does, why not just use the global hook? <br />
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.<br />
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.<br />
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.<br />
<br />
;Format<br />
<br />
;'''$Condition:''': Where "$Condition:" is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
;'''$Action:''': Where "$Action:" is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
<br />
A brief description of all Conditions and Actions at the time of this writing:<br />
<br />
====Conditions====<br />
<br />
=====$Application: FS2_Open=====<br />
Specifies that the execution will unconditionally apply to the entire game.<br />
<br />
=====$State:=====<br />
Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission.<br />
*The full list of states can be found here: ''[[List of Game States]]''<br />
<br />
=====$Campaign:=====<br />
Controls execution based on the current campaign's filename. (It is under consideration to change this to the campaign's name, instead).<br />
<br />
=====$Mission:=====<br />
Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.<br />
<br />
=====$Object Type:=====<br />
Defines a specific object type that the action will apply for, such as a "Ship", "Asteroid", or "Jump Node".<br />
<br />
=====$Ship:=====<br />
Defines a specific ship (name) that the action will apply for.<br />
<br />
=====$Ship class:=====<br />
Defines a specific ship class (name) that the action will apply for.<br />
<br />
=====$Ship type:=====<br />
Defines a specific ship type (name) that the action will apply for.<br />
<br />
=====$Weapon class:=====<br />
Defines a specific weapon class (name) that the action will apply for.<br />
<br />
=====$KeyPress:=====<br />
Defines a specific key that the action will apply for.<br />
*Experimental.<br />
<br />
=====$Action:=====<br />
{{Table371|<br />
Defines a specific control that the action will apply for. For example "Fire Primary Weapon" or "Match Target Speed".<br />
}}<br />
<br />
====Actions====<br />
<br />
=====$On Game Init:=====<br />
Executes immediately after game has been started.<br />
::* No associated hook variables.<br />
<br />
=====$On Splash Screen:=====<br />
Executes when initial game splash screen is shown<br />
::* No associated hook variables.<br />
<br />
=====$On State Start:=====<br />
Executed when specified game state starts<br />
::* No associated hook variables.<br />
<br />
=====$On Frame:=====<br />
Executes immediately after the global scripting hook, which is right before the frame is drawn.<br />
::* No associated hook variables.<br />
<br />
=====$On Key Pressed:=====<br />
Executed when specified key is pressed<br />
::* '''Key''', The pressed key<br />
<br />
=====$On Key Released:=====<br />
Executed when specified key is released<br />
::* '''Key''', The released key<br />
<br />
=====$On Mouse Moved:=====<br />
Executed when mouse is moved<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Pressed:=====<br />
Executed when mouse button is pressed<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Released:=====<br />
Executed when mouse button is released<br />
::* No associated hook variables.<br />
<br />
=====$On State End:=====<br />
Executed when specified game state ends<br />
::* No associated hook variables.<br />
<br />
=====$On Mission Start:=====<br />
Executed when mission starts<br />
::* No associated hook variables.<br />
<br />
=====$On Gameplay Start:=====<br />
{{Table3615|<br />
Executed when the gameplay part of a mission starts<br />
::* No associated hook variables.}}<br />
<br />
=====$On HUD Draw:=====<br />
Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on<br />
::* '''Self''', the viewer (object)<br />
<br />
=====$On Ship Collision:=====<br />
Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type ("Weapon", "Debris", and so on) with the type of the object. If both objects are ships, the other object gains the name "ShipB". (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called "Script".) The override will disable FS2_Open code, as well as the other object's collision code. If both objects have an override set, only one of the objects' hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.<br />
::* When colliding something other than other ship:<br />
::** '''Ship''', the ship (object)<br />
::** '''Debris''', '''Asteroid''', '''Weapon''', depending what it collided with (object)<br />
::** '''Self''', the object referred by the condition (object)<br />
::** '''Object''', the ship (object)<br />
::* When colliding with other ship:<br />
::** '''Ship''', the ship (object) referred by the condition (object)<br />
::** '''ShipB''', the other ship (object)<br />
::** '''Self''', the ship (object) referred by the condition (object)<br />
::** '''Object''', the other ship (object)<br />
<br />
=====$On Weapon Collision:=====<br />
Like the ship collision hook, but for weapons.<br />
::* When colliding something other than other weapon:<br />
::** '''Weapon''', the weapon (object)<br />
::** '''Debris''', '''Asteroid''', '''Ship''', depending what it collided with (object)<br />
::** '''Self''', the object the weapon collided with (object)<br />
::** '''Object''', the weapon (object)<br />
::* When colliding with other weapon:<br />
::** '''Weapon''', the weapon (object) referred by the condition<br />
::** '''WeaponB''', the other weapon (object)<br />
::** '''Self''', the weapon (object) referred by the condition<br />
::** '''Object''', the other weapon (object)<br />
<br />
=====$On Debris Collision:=====<br />
Like the ship collision hook, except for debris.<br />
::* '''Debris''', the debris (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the debris collided with (object)<br />
::* '''Object''', the debris (object)<br />
<br />
=====$On Asteroid Collision:=====<br />
Like the ship collision hook, only for asteroids.<br />
::* '''Asteroid''', the asteroid (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the asteroid collided with (object)<br />
::* '''Object''', the asteroid (object)<br />
<br />
=====$On Object Render:=====<br />
Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an "Object" variable of the object to be rendered.<br />
::* '''Self''', the object rendered (object)<br />
<br />
=====$On Warp In:=====<br />
Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an "Object" handle in the HookVariables library, with the type of the object that is warping in.<br />
::* '''Self''', the object warping in (object)<br />
<br />
=====$On Warp Out:=====<br />
Same as warping in, except for warping out.<br />
::* '''Self''', the object warping out (object)<br />
<br />
=====$On Death:=====<br />
*Currently only valid for ships.<br />
Receives "Self" and "Killer" variables of the object and killer, respectively. Overriding it will override all default death behavior.<br />
::* For asteroids:<br />
::** '''Self''', the asteroid (object)<br />
::* For ships:<br />
::** '''Self''', the ship (object)<br />
::** '''Killer''', the other object (object) - NOTE, not guaranteed to exists<br />
<br />
=====$On Mission End:=====<br />
Run on mission end.<br />
::* No associated hook variables.<br />
=====$On Weapon Equipped:=====<br />
{{Table3613|<br />
Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Fired:=====<br />
{{Table3613|<br />
Runs once when a ship fires a weapon defined in the $Weapon class condition<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Selected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is selected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Deselected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is deselected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Turret Fired:=====<br />
{{Table3615|<br />
Executed when a turret fires.<br />
::* '''Ship''', the parent ship<br />
::* '''Weapon''', the weapon which was fired<br />
::* '''Target''', the intended target<br />
}}<br />
<br />
=====$On Ship Arrive:=====<br />
{{Table371|<br />
Executed when a ship arrives.<br />
::* '''Ship''', the arriving ship<br />
::* '''Parent''', the ship acting as the anchor when arrival location is "in front of ship", "near ship" or "docking bay"; nil or invalid handle otherwise<br />
}}<br />
<br />
=====$On Action:=====<br />
{{Table371|<br />
Executed when an action is triggered, regardless of which key or button it is bound to. Does currently not trigger on mouse or joystick movements.<br />
::* '''Action''', the textual description of the action (for example "Fire Primary Weapon" or "Match Target Speed")<br />
}}<br />
<br />
=====$On Action Stopped:=====<br />
{{Table371|<br />
Executed when a continuous action is released (for example "Fire Primary Weapon", "Turn Left" or "Afterburner").<br />
::* '''Action''', the textual description of the action<br />
}}<br />
<br />
=====$On Message Received:=====<br />
{{Table371|<br />
Executed when the player receives a message.<br />
::* '''Name''', the message name that was received. The message handle can be accessed with mn.Messages[hv.Name]<br />
::* '''Message''', the message text that would be displayed on the message gauge. Takes in account scrambled messages and variable replacements.<br />
::* '''SenderString''', the displayed string that shows the origin of the message.<br />
::* '''Builtin''', boolean, true if the message was a builtin message (eg: automatic messages from Command or wingmen)<br />
::* '''Sender''', object handle of the ship that sent the message. This might not always be valid, so check is :isValid() if you need to use it<br />
}}<br />
<br />
=====$On HUD Message Received:=====<br />
{{Table371|<br />
Executed when the HUD should display a message. This is similar to $On Message Received but it will also receive messages that were not generated by a message (e.g "Firing artillery" for SSM strikes).<br />
::* '''Text''', the plain text of the message<br />
::* '''SourceType''', a number representing the type of the sender. The number can be one of the following:<br />
:::* ''0'' A message sent by the computer<br />
:::* ''1'' A training message<br />
:::* ''2'' A message from a hidden source<br />
:::* ''3'' An important message (this type is currently unused)<br />
:::* ''4'' An failed message (this type is currently unused)<br />
:::* ''5'' An satisfied message (this type is currently unused)<br />
:::* ''6'' An message sent by (Terran) command<br />
:::* ''7'' A multiplayer message<br />
:::* ''&ge;8'' When the type is grater or equal to 8 then the source is one of the teams in the mission. You can get a team handle using mn.Team[hv.SourceType - 7] (as lua uses 1 based indexes)<br />
}}<br />
<br />
=====$On Afterburner Engage:=====<br />
{{Table373|<br />
Executed when a ship engages its afterburner.<br />
::* '''Ship''', the ship object of the ship engaging its afterburner<br />
}}<br />
<br />
=====$On Afterburner End:=====<br />
{{Table373|<br />
Executed when a ship stops its afterburner.<br />
::* '''Ship''', the ship object of the ship stopping its afterburner<br />
}}<br />
<br />
=====$On Beam Collision:=====<br />
{{Table373|<br />
Executed when a beam hits something.<br />
<br />
----<br />
<br />
'''If the beam hit a ship:'''<br />
::* '''Self''', the target ship that the beam hit<br />
::* '''Object''', the beam object that was fired<br />
<br />
----<br />
<br />
'''If the beam hit an asteroid:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the asteroid that was hit by the beam<br />
<br />
----<br />
<br />
'''If the beam hit a weapon, such as a torpedo:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the weapon object that was hit by the beam<br />
<br />
----<br />
<br />
'''If the beam hit a piece of debris:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the debris object that was hit by the beam<br />
<br />
}}<br />
<br />
=====$On Beam Fire:=====<br />
{{Table373|<br />
Executed when a beam is fired. This will occur after warm up is complete, as the beam starts to render and give damage.<br />
::* '''Beam''', the beam object being fired<br />
::* '''User''', the parent ship object firing the beam<br />
::* '''Target''', the target object that the beam is trying to hit. Not guaranteed to exist!<br />
}}<br />
<br />
==Misc. Hook Variables:==<br />
<br />
===Viewer===<br />
*Active if (non-player) viewing object is valid<br />
<br />
<br />
===Player===<br />
*Active if player obj is valid <br />
<br><br />
<br />
<br />
==Examples==<br />
<br />
See [[:Category:Scripting Examples|Scripting Examples category]]<br />
<br />
<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Scripting.tbl&diff=44823Scripting.tbl2015-09-05T07:01:35Z<p>Talon1024: /* Actions */ Added information about the $On Beam Collision action</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|11242}}<br />
<br />
The '''scripting.tbl''' is used for scripting special features like alternate HUDs or ship viewer into the game.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-sct.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Info==<br />
*Scripting table consist of several sections identified by a hash mark preceeding the section name (i.g. #Global Hooks)<br />
*All sections ''must'' end with #'''End'''<br />
*All sections are optional<br />
*Most entries are optional<br />
*Scripting hooks are '''not''' executed on a separate thread (at least as of this writing). They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. Therefore, large and complicated scripts will most likely cause noticeable lag or slowdown when executed.<br />
{{Template:Note|1=Information on this page does not apply to pre-3.6.10 builds}}<br />
<br><br />
<br />
==Useful references==<br />
*'''[[FS2 Open Lua Scripting]]'''<br />
*'''[[Scripting API]]'''<br />
<!---*'''[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]''' - Link OOA ---><br />
*'''[[Scripting functions]]'''<br />
*'''[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]'''<br />
*'''[http://lua-users.org/wiki/ Lua-Users Wiki]'''<br />
*'''[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]'''<br />
<br />
==Prerequisites==<br />
<br />
===Frames===<br />
One of the most important things to understand when reading this guide is the concept of "frames". (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.<br />
<br />
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first "moved", in memory. This probably consists of physics calculations, that change the ship's position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a "backbuffer" - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.<br />
<br />
For scripting, '''it is important to understand that each block of code will therefore be executed several times a second, but only once per frame'''. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you "move" a ship after it has already been rendered, the change will not become apparent until the next frame.<br />
<br />
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:<br />
<pre>#Global Hooks<br />
$Global: [<br />
--If the g_WheeXPosition variable does not exist,<br />
--it means we are on the first frame.<br />
--If that is the case, set it to zero.<br />
if not g_WheeXPosition then<br />
g_WheeXPosition = 0<br />
end<br />
<br />
--Move the text<br />
g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())<br />
<br />
--Draw "WHEE!!!"<br />
gr.drawString("WHEE!!!", g_WheeXPosition, 10)<br />
]<br />
#End</pre><br />
<br><br />
<br />
===Hooks===<br />
Scripting "hooks" form the basis of the scripting system. A "hook" simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, "hook" refers to an entry in scripting.tbl.<br />
<br />
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that "$Hook:" is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).<br />
#<pre>$Hook: scripting</pre>Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.<br />
#<pre>$Hook: [scripting]</pre>A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)<br />
#<pre>$Hook: [[scriptfilename.lua]]</pre>Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.<br />
<br><br />
<br />
====+Override====<br />
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:<br />
<pre>$HUD: [<br />
gr.setColor(255, 255, 255, 255)<br />
gr.drawString("HUD Disabled", 50, 50)<br />
]<br />
+Override: true</pre><br />
<br />
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.<br />
<br><br />
<br />
==Sections==<br />
<br />
===#Global Hooks===<br />
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.<br />
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.<br />
<br><br />
<br />
====$Global:====<br />
Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the "On Frame" conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.<br />
<br><br />
<br />
====$Splash:====<br />
This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.<br />
<br><br />
<br />
====$GameInit:====<br />
This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.<br />
<br><br />
<br />
====$Simulation:====<br />
This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other "physical" in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.<br />
<br><br />
<br />
====$HUD:====<br />
The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.<br />
<br><br />
<br />
===#State Hooks===<br />
In Freespace2, a "state" more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed (Dec 2006) and superseded by the conditional hook system.<br />
<br><br />
<br />
=====$State:=====<br />
Specifies the state name. A full list of states is located here: ''[[List of Game States]]''<br />
<br />
=====$Hook:=====<br />
Executed after all of the state code has been executed, but before the game frame is actually drawn.<br />
<br />
======+Override:======<br />
Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.<br />
<br />
===#Conditional Hooks===<br />
Scripting hooks have been available since Sep 2006. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.<br />
<br />
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)<br />
<br />
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.<br />
<br />
This prompts the question: if this is all conditional scripting does, why not just use the global hook? <br />
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.<br />
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.<br />
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.<br />
<br />
;Format<br />
<br />
;'''$Condition:''': Where "$Condition:" is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
;'''$Action:''': Where "$Action:" is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
<br />
A brief description of all Conditions and Actions at the time of this writing:<br />
<br />
====Conditions====<br />
<br />
=====$Application: FS2_Open=====<br />
Specifies that the execution will unconditionally apply to the entire game.<br />
<br />
=====$State:=====<br />
Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission.<br />
*The full list of states can be found here: ''[[List of Game States]]''<br />
<br />
=====$Campaign:=====<br />
Controls execution based on the current campaign's filename. (It is under consideration to change this to the campaign's name, instead).<br />
<br />
=====$Mission:=====<br />
Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.<br />
<br />
=====$Object Type:=====<br />
Defines a specific object type that the action will apply for, such as a "Ship", "Asteroid", or "Jump Node".<br />
<br />
=====$Ship:=====<br />
Defines a specific ship (name) that the action will apply for.<br />
<br />
=====$Ship class:=====<br />
Defines a specific ship class (name) that the action will apply for.<br />
<br />
=====$Ship type:=====<br />
Defines a specific ship type (name) that the action will apply for.<br />
<br />
=====$Weapon class:=====<br />
Defines a specific weapon class (name) that the action will apply for.<br />
<br />
=====$KeyPress:=====<br />
Defines a specific key that the action will apply for.<br />
*Experimental.<br />
<br />
=====$Action:=====<br />
{{Table371|<br />
Defines a specific control that the action will apply for. For example "Fire Primary Weapon" or "Match Target Speed".<br />
}}<br />
<br />
====Actions====<br />
<br />
=====$On Game Init:=====<br />
Executes immediately after game has been started.<br />
::* No associated hook variables.<br />
<br />
=====$On Splash Screen:=====<br />
Executes when initial game splash screen is shown<br />
::* No associated hook variables.<br />
<br />
=====$On State Start:=====<br />
Executed when specified game state starts<br />
::* No associated hook variables.<br />
<br />
=====$On Frame:=====<br />
Executes immediately after the global scripting hook, which is right before the frame is drawn.<br />
::* No associated hook variables.<br />
<br />
=====$On Key Pressed:=====<br />
Executed when specified key is pressed<br />
::* '''Key''', The pressed key<br />
<br />
=====$On Key Released:=====<br />
Executed when specified key is released<br />
::* '''Key''', The released key<br />
<br />
=====$On Mouse Moved:=====<br />
Executed when mouse is moved<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Pressed:=====<br />
Executed when mouse button is pressed<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Released:=====<br />
Executed when mouse button is released<br />
::* No associated hook variables.<br />
<br />
=====$On State End:=====<br />
Executed when specified game state ends<br />
::* No associated hook variables.<br />
<br />
=====$On Mission Start:=====<br />
Executed when mission starts<br />
::* No associated hook variables.<br />
<br />
=====$On Gameplay Start:=====<br />
{{Table3615|<br />
Executed when the gameplay part of a mission starts<br />
::* No associated hook variables.}}<br />
<br />
=====$On HUD Draw:=====<br />
Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on<br />
::* '''Self''', the viewer (object)<br />
<br />
=====$On Ship Collision:=====<br />
Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type ("Weapon", "Debris", and so on) with the type of the object. If both objects are ships, the other object gains the name "ShipB". (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called "Script".) The override will disable FS2_Open code, as well as the other object's collision code. If both objects have an override set, only one of the objects' hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.<br />
::* When colliding something other than other ship:<br />
::** '''Ship''', the ship (object)<br />
::** '''Debris''', '''Asteroid''', '''Weapon''', depending what it collided with (object)<br />
::** '''Self''', the object referred by the condition (object)<br />
::** '''Object''', the ship (object)<br />
::* When colliding with other ship:<br />
::** '''Ship''', the ship (object) referred by the condition (object)<br />
::** '''ShipB''', the other ship (object)<br />
::** '''Self''', the ship (object) referred by the condition (object)<br />
::** '''Object''', the other ship (object)<br />
<br />
=====$On Weapon Collision:=====<br />
Like the ship collision hook, but for weapons.<br />
::* When colliding something other than other weapon:<br />
::** '''Weapon''', the weapon (object)<br />
::** '''Debris''', '''Asteroid''', '''Ship''', depending what it collided with (object)<br />
::** '''Self''', the object the weapon collided with (object)<br />
::** '''Object''', the weapon (object)<br />
::* When colliding with other weapon:<br />
::** '''Weapon''', the weapon (object) referred by the condition<br />
::** '''WeaponB''', the other weapon (object)<br />
::** '''Self''', the weapon (object) referred by the condition<br />
::** '''Object''', the other weapon (object)<br />
<br />
=====$On Debris Collision:=====<br />
Like the ship collision hook, except for debris.<br />
::* '''Debris''', the debris (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the debris collided with (object)<br />
::* '''Object''', the debris (object)<br />
<br />
=====$On Asteroid Collision:=====<br />
Like the ship collision hook, only for asteroids.<br />
::* '''Asteroid''', the asteroid (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the asteroid collided with (object)<br />
::* '''Object''', the asteroid (object)<br />
<br />
=====$On Object Render:=====<br />
Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an "Object" variable of the object to be rendered.<br />
::* '''Self''', the object rendered (object)<br />
<br />
=====$On Warp In:=====<br />
Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an "Object" handle in the HookVariables library, with the type of the object that is warping in.<br />
::* '''Self''', the object warping in (object)<br />
<br />
=====$On Warp Out:=====<br />
Same as warping in, except for warping out.<br />
::* '''Self''', the object warping out (object)<br />
<br />
=====$On Death:=====<br />
*Currently only valid for ships.<br />
Receives "Self" and "Killer" variables of the object and killer, respectively. Overriding it will override all default death behavior.<br />
::* For asteroids:<br />
::** '''Self''', the asteroid (object)<br />
::* For ships:<br />
::** '''Self''', the ship (object)<br />
::** '''Killer''', the other object (object) - NOTE, not guaranteed to exists<br />
<br />
=====$On Mission End:=====<br />
Run on mission end.<br />
::* No associated hook variables.<br />
=====$On Weapon Equipped:=====<br />
{{Table3613|<br />
Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Fired:=====<br />
{{Table3613|<br />
Runs once when a ship fires a weapon defined in the $Weapon class condition<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Selected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is selected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Deselected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is deselected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Turret Fired:=====<br />
{{Table3615|<br />
Executed when a turret fires.<br />
::* '''Ship''', the parent ship<br />
::* '''Weapon''', the weapon which was fired<br />
::* '''Target''', the intended target<br />
}}<br />
<br />
=====$On Ship Arrive:=====<br />
{{Table371|<br />
Executed when a ship arrives.<br />
::* '''Ship''', the arriving ship<br />
::* '''Parent''', the ship acting as the anchor when arrival location is "in front of ship", "near ship" or "docking bay"; nil or invalid handle otherwise<br />
}}<br />
<br />
=====$On Action:=====<br />
{{Table371|<br />
Executed when an action is triggered, regardless of which key or button it is bound to. Does currently not trigger on mouse or joystick movements.<br />
::* '''Action''', the textual description of the action (for example "Fire Primary Weapon" or "Match Target Speed")<br />
}}<br />
<br />
=====$On Action Stopped:=====<br />
{{Table371|<br />
Executed when a continuous action is released (for example "Fire Primary Weapon", "Turn Left" or "Afterburner").<br />
::* '''Action''', the textual description of the action<br />
}}<br />
<br />
=====$On Message Received:=====<br />
{{Table371|<br />
Executed when the player receives a message.<br />
::* '''Name''', the message name that was received. The message handle can be accessed with mn.Messages[hv.Name]<br />
::* '''Message''', the message text that would be displayed on the message gauge. Takes in account scrambled messages and variable replacements.<br />
::* '''SenderString''', the displayed string that shows the origin of the message.<br />
::* '''Builtin''', boolean, true if the message was a builtin message (eg: automatic messages from Command or wingmen)<br />
::* '''Sender''', object handle of the ship that sent the message. This might not always be valid, so check is :isValid() if you need to use it<br />
}}<br />
<br />
=====$On HUD Message Received:=====<br />
{{Table371|<br />
Executed when the HUD should display a message. This is similar to $On Message Received but it will also receive messages that were not generated by a message (e.g "Firing artillery" for SSM strikes).<br />
::* '''Text''', the plain text of the message<br />
::* '''SourceType''', a number representing the type of the sender. The number can be one of the following:<br />
:::* ''0'' A message sent by the computer<br />
:::* ''1'' A training message<br />
:::* ''2'' A message from a hidden source<br />
:::* ''3'' An important message (this type is currently unused)<br />
:::* ''4'' An failed message (this type is currently unused)<br />
:::* ''5'' An satisfied message (this type is currently unused)<br />
:::* ''6'' An message sent by (Terran) command<br />
:::* ''7'' A multiplayer message<br />
:::* ''&ge;8'' When the type is grater or equal to 8 then the source is one of the teams in the mission. You can get a team handle using mn.Team[hv.SourceType - 7] (as lua uses 1 based indexes)<br />
}}<br />
<br />
=====$On Afterburner Engage:=====<br />
{{Table373|<br />
Executed when a ship engages its afterburner.<br />
::* '''Ship''', the ship object of the ship engaging its afterburner<br />
}}<br />
<br />
=====$On Afterburner End:=====<br />
{{Table373|<br />
Executed when a ship stops its afterburner.<br />
::* '''Ship''', the ship object of the ship stopping its afterburner<br />
}}<br />
<br />
=====$On Beam Collision:=====<br />
{{Table373|<br />
Executed when a beam hits something.<br />
<br />
----<br />
<br />
'''If the beam hit a ship:'''<br />
::* '''Beam''', the beam object that was fired<br />
::* '''Ship''', the target ship that the beam hit<br />
::* '''Self''', the target ship that the beam hit<br />
::* '''Object''', the beam object that was fired<br />
<br />
----<br />
<br />
'''If the beam hit an asteroid:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the asteroid that was hit by the beam<br />
<br />
----<br />
<br />
'''If the beam hit a weapon, such as a torpedo:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the weapon object that was hit by the beam<br />
<br />
----<br />
<br />
'''If the beam hit a piece of debris:'''<br />
::* '''Object''', the beam object that was fired<br />
::* '''Self''', the debris object that was hit by the beam<br />
<br />
}}<br />
<br />
=====$On Beam Fire:=====<br />
{{Table373|<br />
Executed when a beam is fired. This will occur after warm up is complete, as the beam starts to render and give damage.<br />
::* '''Beam''', the beam object being fired<br />
::* '''User''', the parent ship object firing the beam<br />
::* '''Target''', the target object that the beam is trying to hit. Not guaranteed to exist!<br />
}}<br />
<br />
==Misc. Hook Variables:==<br />
<br />
===Viewer===<br />
*Active if (non-player) viewing object is valid<br />
<br />
<br />
===Player===<br />
*Active if player obj is valid <br />
<br><br />
<br />
<br />
==Examples==<br />
<br />
See [[:Category:Scripting Examples|Scripting Examples category]]<br />
<br />
<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Blender_to_POF_Conversions&diff=44766Blender to POF Conversions2015-07-08T04:20:12Z<p>Talon1024: /* Multi-part (rotating) Turrets: */ The new way of setting up multi-part turrets in PCS2</p>
<hr />
<div>==Important Links & Video Tutorials:==<br />
[[Blender]]<br>[[POF Constructor Suite 2]]<br>[[POF to Blender Conversions]]<br>[[Collada Importer]]<br><br />
Rga_Noris has started creating video tutorials on the Blender -> POF conversion process which explains it step by step: [http://www.hard-light.net/forums/index.php?topic=75005.0 Thread link]<br />
<br />
==Getting a Collada-capable PCS2 version:==<br />
# [http://www.cse.unsw.edu.au/~samm/pcs2.7z Download the main PCS2 installer package] Install this first so you have the correct DLLs in place in your PCS2 directory.<br />
# [http://www.cse.unsw.edu.au/~samm/dlls.7z Dependency 1: The libcollada DLL file] Place this in your PCS2 directory.<br />
# [http://scoobydoo.freespacemods.net/Completed/Misc/pcs2.exe The DAE capable PCS2 EXE itself] Place this in your PCS2 directory, backing up the previous one if you like. (Old link, Optional)<br />
# [http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en Dependency 2: The Microsoft VC2008 SP1 Runtime] You might already have this installed from some other program, but if not you'll need this installed too. (Old link, Optional)<br />
<br />
==Recommended Blender DAE Import Settings:==<br />
In Blender, once you are ready to export, go to File -> Export -> Collada 1.4(DAE) and it is advisable to use the following options:<br />
<br>[[Image:BlenderColladaExporterSettings.jpg]]<br><br />
<br />
Be aware that selecting the option "Only Export Selected" will cause the Collada exporter to drop all hierarchy information. This will cause extreme pain when importing the DAE file into PCS.<br />
<br />
==Importing the DAE into PCS2:==<br />
Open PCS2, and then go to File->Open and locate your ready-to-open DAE file. Depending on the complexity of your model this could take a fraction of a second to a minute or so. Also remember that once this import is complete, you will still need to save the POF file somewhere, and it is during this part of the process that most errors occur. It is strongly advised that you do not begin adding POF data to a converted model until after it has successfully saved as POF first.<br />
<br />
<br />
<br />
==General requirements for the Blender scene:==<br />
===Important Note for those who imported an existing FS2 model via DAE:===<br />
Unfortunately due to a bug in the import script in Blender, imported DAE models are always imported into a new scene, but during DAE export only the first scene is looked in. The fix is an easy one - see [[POF to Blender Conversions#Correcting for the Blender DAE Importer's slight bug:]] for more information.<br />
<br />
===Orientation:===<br />
For those who can understand it:<br><br />
:Stern to Bow axis = Freespace Positive Z axis = Blender Positive Y axis<br />
:Starboard to Port axis = Freespace Positive X axis = Blender Negative X axis<br />
:Belly to Topside axis = Freespace Positive Y axis = Blender Positive Z axis<br />
<br />
For those who don't:<br><br />
:Go to a top down view of the scene with Numpad-7. You should be looking down at the topside of your ship, with the ships bow pinting up your screen.<br />
<br>[[Image:BlenderShipOrientation.jpg]]<br><br />
<br />
===Scale:===<br />
1 Blender unit = 1 Freespace meter, so scale your model to the exact in-game dimensions you want it to be.<br />
To do this, press N to bring up the Transform Properties window and pay attention to the DimXYZ section bottom right. Those are the dimensions of the selected object in Blender units.<br><br />
<br>[[Image:BlenderShipDimensions.jpg]]<br><br><br />
To avoid potential problems with scale and orientation during conversion, you want the RotXYZ and ScaleXYZ fields to read 0,0,0 and 1,1,1 respectively - which you can achieve by pressing Ctrl+A->"Scale and Rotation to ObData" for the selected objects. Doing this will basically hold that object still while setting those fields to 0s and 1s.<br><br />
<br>[[Image:BlenderApplyScaleOrientation.jpg]]<br><br />
<br />
===Geometry:===<br />
As far as I have been able to tell, all geometry the PCS2 Collada importer will accept must be fully triangulated. However, you can set Blender's Collada exporter to do this for you on exporting - that way, you can keep your blendfile in quads.<br><br />
If you do want to triangulate something manually, use Ctrl+T to triangulate selected.<br><br />
<br>[[Image:BlenderTriangulatingSelectedFaces.jpg]]<br><br><br />
With the bottom-most button "Apply modifiers", you can apply all modifiers on exporting - if you're on an older version of Blender, you have to do this by hand, or you'll end up with half your model or something. Do consider updating in that case.<br><br><br />
Messy geometry will ''usually'' convert correctly anyway, but I would suggest making it a point of pride to produce clean meshes that will ''definitely'' convert. That is, avoid:<br><br />
Faces that occupy the same plane in 3d space, as this will cause bad Z-fighting in-game.<br><br />
<br>[[Image:BlenderErrorSamePlane.jpg]]<br><br><br />
Faces that exactly overlap onto each other<br><br />
<br>[[Image:BlenderErrorCoCentricFaces.jpg]]<br><br><br />
Faces that are formed between 3 verts in a row (ie, 0 area faces)<br><br />
<br>[[Image:BlenderErrorHoles.jpg]]<br><br><br />
Shattered faces where all or parts of a face are completely detached from surrounding geometry for no good (eg, smoothing) reason.<br><br />
<br>[[Image:BlenderErrorShatteredGeometry.jpg]]<br><br />
<br />
An excellent error checking tool in blender is the 'select non-manifold' function, which highlights holes in the mesh. To use it, select the object you wish to investigate, enter edit mode and toggle A until you have nothing selected. Set your mode to edge mode (Ctrl + Tab->'Edges' or press the edge icon at the bottom of the 3d View panel) and go to the Select menu in the 3d View panel and click Non-Manifold. All edges that form the perimeter of a hole will be selected, so you can identify areas that should be repaired.<br />
<br>[[Image:SelectNonManifold.jpg]]<br><br />
Note: When used with the mirror modifier, this function will select all the edges that form the place where the mirrored side will attach to the 'real' side. This is normal so don't worry about it there.)<br><br />
A quick point here on the usage of the mirror modifier:<br />
<br>[[Image:BlenderMirrorModifierSetup.jpg]]<br><br />
Basically the modifier will create a mirrored copy of your selected object, and will mirror it about that objects centre on the axes you select.<br />
<br />
===Smoothing:===<br />
Blender does not use smoothgroups as they are seen in other modelling programs, but it has something pretty close and just as effective. It involves a Three-stage process:<br />
# Select the edges that will make up the perimeter of the area you want to be smoothed (ie, the area you want to become a single smoothgroup) and press Ctrl+E->'Mark Sharp'.<br>[[Image:BlenderSmoothgroups1.jpg]]<br />
# Use Ctrl+E->'Loop to Region' to select the faces that are inside that perimeter and set them to be smoothed by either the 'Set Smooth' button in the editmode button panel or Ctrl+F->'Shade Smooth'.<br>[[Image:BlenderSmoothgroups2.jpg]]<br />
# Outside of edit mode, add an Edge Split modifier set only to 'From Marked as Sharp'.<br>[[Image:BlenderSmoothgroups3.jpg]]<br />
<br />
If you apply this modifier before the final export, these smoothgroups will survive the conversion intact and can GREATLY enhance the apeal of an in-game model.<br />
<br />
<br />
===Textures:===<br />
The PCS2 Collada importer will read textures from whatever images are assigned to each face of an object in Blenders UV editor (NOT from the materials button panel!)<br><br />
As such, assuming you have UV mapped the model and have an associated texture ready, select all the faces of the model that use that texture and in the UV/Image Editor view open up that image. (If it's loaded already it will be in the drop down list, if not go to Image->Open)<br />
<br>[[Image:BlenderTextureSetup.jpg]]<br><br />
<br />
Format-wise, FS can accept TGA, PCX, JPG and DDS. However it is VERY highly recommended (almost a requirement) that you use DDS formats for final releases due to their efficiency. For more information about textures and their usage, see [[Texturing#Texture Types]]<br />
<br />
===Levels Of Detail:===<br />
LODs are lower detail duplicates of the main mesh used when the ship is so far away from the player that rendering it at full detail would be a big waste of your graphics card's resources. While not a requirement (FS will work fine without them), it's standard practice to include at least two lower LODs as well as the main hull.<br><br />
<br />
The main lod object should be named ''''detail0'''' (case sensitive), first LOD ''''detail1'''' second ''''detail2'''' and so on. Don't use more than 4 LODs in total as the LODs themselves will become a waste of memory.<br><br />
<br>[[Image:BlenderLODs.jpg]]<br><br />
These LODs should not be parented to any other object as they're basically the top of the hierarchy of the model. Also, they should all have their object centres set to the origin of 0,0,0.<br><br><br />
<br />
Example:<br />
detail0<br />
|-<subobjects of detail0><br />
detail1<br />
|-<subobjects of detail1><br />
detail2<br />
|-<subobjects of detail2, though by this stage there shouldn't be any><br />
<br />
<br />
===Nameplates/Cockpit Glass:===<br />
Transparent objects are handled quite badly by FSO at the time of writing, and so the following technique is basically a hack to get around that.<br><br />
<br />
If you have anything that requires transparency as a part of the hull or any subobject, you must:<br />
# Select all faces that will need to be transparent. (For cockpits this means all the polys that would be the glass, and for nameplates it means just the floating nameplate rectangle polys)<br />
# Detach these faces from the mesh they're a part of so they form their own mesh.<br />
# Assign them the texture if nessecary. (For cockpit glass just give it any old image called 'glass' and for nameplates give it any old image called 'nameplate'. Both these textures exist in the 3.6.10 MediaVPs and so will be used on your model with no further worry about it. If you need some other form of transparency you'll have to make your own transparent texture and use that.)<br />
# Name the object in the form of ''''<Object the transparent polys came from>-trans''''. So for example, the glass or nameplate would be called 'detail0-trans', because they were pulled off the main hull.<br />
# Parent the transparent polys object to whatever object they originally came from. (Select the transparent object, then the parent object and press Ctrl+P->'Make Parent' ) For glass or a nameplate this would of course be detail0.<br />
<br>[[Image:BlenderTransparencySetup.jpg]]<br><br />
What basically happens is that PCS2 will re-attach the transparent polys to their parent object last in the list, which lets Freespace draw them last of all and so correctly transparent.<br><br><br />
<br />
Example:<br />
detail0<br />
|<br />
|-radardish<br />
| |<br />
| |-radardish-trans<br />
|<br />
|-detail0-trans (nameplate)<br />
<br />
===Debris:===<br />
Debris chunks are the pieces that hurl themselves in all directions when a ship explodes. A ship that has no debris will have nothing left at all when it explodes which is really boring! I would recommend constructing full-ship-volume debris for the best explosion effects, as it means that when it explodes the ship essentially just cracks apart and drifts off, which looks much cooler than nothing or a piece here or there.<br><br />
<br />
Anyway, to make debris objects ready for conversion they should be named ''''debrisXX'''' where XX starts at 01 and can go up to 99, though typically any more than about 20 is excessive..<br><br><br />
<br />
<br>[[Image:BlenderDebrisSetup.jpg]]<br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
debris01<br />
debris02<br />
debris03 etc<br />
<br />
But that's not all! What if you want parts of the ship to peel away as lasers pierce into its vulnerable subsystems? Cue Live Debris. Just like normal debris, but with a different naming convention: ''''debris-<subsystem>XX'''' where <subsystem> is the exact name of the specified system, and XX is a number starting at 01 and going to 99. Useful if you want radar dishes, armor plates, bulkheads and whatever else you can think of to float off into space after too much high-energy love.<br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
detail3<br />
debris01<br />
debris02<br />
debris-Engine0101<br />
debris-Engine0201<br />
debris-Engine0202<br />
debris-Weapons01<br />
debris-Bridge01<br />
debris-Bridge02<br />
<br />
===Single-part Turrets:===<br />
All turrets should be named with the word ''''turret'''' or ''''gun'''' in them so FS knows to treat them differently to normal subobjects. Beyond that they can be called whatever you like, though standard practice is just ''''Turret01'''', ''''Turret02'''' etc.<br><br />
<br />
NOTE: Many people myself included much prefer to set up turret firepoints, paths and properties in PCS2 after the conversion, where it's a bit easier and less likely to break during conversion.<br><br />
<br />
To set up the firepoints of a turret in blender, you'll need to use Empties (also known as helpers). (To create an empty, just press Ctrl+A->'Empty' ). <br />
<br />
The basic layout for empties is to have a parent empty attached to each subobject, and then several empties attached to it for things like firepoints, path and properties, looking like this:<br><br><br />
<br />
<br>[[Image:BlenderSinglePartTurretSetup.jpg]]<br><br />
<br />
It should be noted that when making a ship with more than one turret in Blender, you will need more than one Empty object named "firepoint01." Because of how blender handles duplicate objects, it is impossible for it to have two objects with the same name, and as such pastes a .xxx (object.001, object.002, and so on) on the end of the object name to keep them separate. This additional tag is nothing to be worried about, as the system will disregard anything past the '.' .<br />
<br />
Example:<br />
detail0<br />
|<br />
|-turret01<br />
| |<br />
| |-helper01 (NOTE: This top level empty must begin with the word 'helper' ALL NAMES ARE CASE SENSITIVE!!!!)<br />
| |<br />
| |-firepoints01<br />
| | |<br />
| | |-firepoint1 (NOTE: The orientation of these empties is important - the turret will fire down their Z axis)<br />
| | |-firepoint2<br />
| |<br />
| |-path07 (NOTE: path and properties are probably best left off and done in PCS2)<br />
| | |<br />
| | |-Path07-01<br />
| | |-Path07-02<br />
| |<br />
| |-properties01<br />
| |<br />
| |-$fov=180<br />
| |-$name=laser_turret<br />
| |-$special=subsystem<br />
|<br />
|-turret02<br />
|<br />
|-helper02 (NOTE: The number after 'helper' is really just there for your own organisation)<br />
| (ie. helper02 is for turret02)<br />
|-firepoints02<br />
| |<br />
| |-firepoint1.001 (NOTE: the .001 part is just there to keep each object name unique in Blender) <br />
| |-firepoint2.001 (The importer will disregard everything after the '.' so don't worry about it)<br />
|<br />
|-path08 (NOTE: Each turret will require it's own approach path, but these can be generated in PCS2)<br />
| |<br />
| |-Path08-01<br />
| |-Path08-02<br />
|<br />
|-properties02<br />
|<br />
|-$fov=180.001<br />
|-$name=laser_turret.001<br />
|-$special=subsystem.001<br />
<br />
===Multi-part (rotating) Turrets:===<br />
<br />
Multi-part turrets consist of two parts: the Base and the Arm. Since the arm needs to inherit the rotation of the base it's attached to, you need to parent it to the base (ie, select arm, base and press Ctrl+P->'Make Parent' ). Note that each turret can only have ONE arm object, but within that object you might have three separate pieces of geometry or so to form three barrels. The turret base should be parented to the LOD it is associated with - typically detail0.<br><br />
<br />
As multi-part turrets need to rotate in-game, they need to have careful attention paid to where their object centres are, or they could spin right off the ship or something equally stupid looking. Place the centres at the points where each piece (arm and base) of the turret would pivot around. Turrets on the topside of the ship must face forwards while turrets on the belly must face backwards. <br><br />
<br>[[Image:BlenderMultiPartTurretAxes.jpg]]<br><br />
<br />
'''All''' turret arms must point straight up out of their base or they will not rotate correctly.<br><br />
<br />
As with single part turrets, the naming must include ''''turret'''' or ''''gun'''' in it somewhere so FS knows to treat it differently, and standard practice is to call the base ''''Turret01-base'''' and the arm ''''Turret01-arm''''. Also again it is easier to set up turret data in PCS2 after conversion (Setting the turret axis rotation MUST be done in PCS2 in the subobjects field after conversion or else your turrets won't work at all)<br><br />
<br />
Setting up firepoints, paths and properties for multi-part turrets is mostly the same as it is for setting up single part turrets, except the helper object should be parented to the turret arm object instead of the turret base object, and the object which is the parent of the firepoints should be named '''multifirepoints'''.<br />
<br />
<br>[[Image:BlenderMultiPartTurretSetup.jpg]]<br><br />
<br />
Example:<br />
detail0<br />
|<br />
|-Turret01<br />
|<br />
|-Turret02-base (multi-part turret)<br />
|<br />
|-Turret02-arm<br />
|<br />
|-helper02<br />
|<br />
|-multifirepoints02<br />
| |<br />
| |-firepoint02-01<br />
| |-firepoint02-02<br />
|<br />
|-path07<br />
| |<br />
| |-path07-01<br />
| |-path07-02<br />
|<br />
|-properties02<br />
|<br />
|-$fov=180<br />
|-$name=main%turret (The % will be converted to a space automatically)<br />
|-$special=subsystem<br />
<br />
===Subobjects/Modeled Subsystems:===<br />
<br />
These are just done like single part turrets if they don't need to rotate and like multi-part turrets if they do (like radar dishes). You can have an empty system as with turrets if you like, but again this is better done post-conversion.<br><br />
<br />
To make destroyed models for modeled subsystems or turrets, create a model of the wrecked subsystem and put it in the position it will be in when that subsystem is destroyed. Name it ''''<Subobject name>-destroyed'''' and Freespace will only make it appear when that subobject has been destroyed. Ie, ''''Turret01-destroyed''''.<br><br />
<br />
As with rotating multi-part turrets, rotating subobjects axis rotation must be set up in PCS2 after conversion.<br><br><br />
<br />
Example:<br />
detail0<br />
|<br />
|-radardish<br />
|-radardish-destroyed<br />
<br />
<br />
===Regular Subsystems:===<br />
<br />
Subsystems are done by placing empties, and then scaling them up to the diameter of the desired subsystem. As with turrets, they can have their properties of '$special=subsystem' added (in the same hierarchy - ie, children of the helper, as seen with the turrets) either in Blender or preferably in PCS2 after conversion.<br><br />
<br />
To name them correctly, simply call them ''''subsystemcommunications'''' or ''''subsystemweapons'''' etc. Subsystems should not be children of anything.<br><br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
subsystemweapons<br />
|<br />
|-helper<br />
|<br />
|-path03<br />
| |<br />
| |-path03-01<br />
| |-path03-02<br />
|<br />
|-properties<br />
|<br />
|-$special=subsystem<br />
<br />
===Gun/Missile ports:===<br />
<br />
For fighters and bombers, you can set up gun and missile points by creating empties representing the gun/missile banks, with children empties representing the individual firing points contained in that bank.<br><br />
<br />
So for example, you would have the parent empty ''''gunbank01'''' with children ''''gunbank01-01'''' and ''''gunbank01-02'''' representing the locations and orientations (down the emtpies' Z axis) of the two individual firing points in that bank. Gun and missile banks should not be children of anything.<br><br><br />
<br />
Example:<br />
detail0<br />
gunbank01 (This will create a gunbank with two firepoints on it)<br />
|<br />
|-gunbank01-01<br />
|-gunbank01-02<br />
<br />
===Shields:===<br />
<br />
Shields are usually made of only 80 polygons and must be fully triangulated, enveloping the entire model. Name the object ''''shield''''. Shields should not be children of anything.<br><br><br />
<br />
<br>[[Image:BlenderShieldSetup.jpg]]<br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
shield<br />
<br />
===Insignia:===<br />
<br />
Squadron Insignia should be treated similarly to nameplates in terms of making them on a set of faces that floats just above the hull.<br><br />
<br />
UV map them and apply a texture called 'insignia' (it's a good idea to use an actual insignia texture here, but the NAME is important because the Collada importer in PCS2 will know to ignore it and not put it on the texture list for the ship), and call them: ''''insigLODXX-YY'''', where XX is the LOD number and YY is the number of this particular insignia (for if you have more than one). As the XX indicates, you can create insignia that will appear on LODs too, which is a good idea or else in-game your insignia will suddenly vanish when the ship moves away and the LOD clicks over.<br><br />
<br />
Insignia should not be children of anything.<br><br><br />
<br />
(Note: The following image was taken when the key phrase was 'insg' rather than 'insig' as it is now. Use 'insig' not 'insg'!)<br />
<br>[[Image:BlenderInsigniaSetup.jpg]]<br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
insigLOD01-01 (This and the one below will '''actually''' be assigned to detail0. The two last ones will be assigned to detail1)<br />
insigLOD01-02<br />
insigLOD02-01<br />
insigLOD02-02<br />
<br />
===Bay Paths:===<br />
<br />
Bay paths are special paths that fighters follow when they launch or land from a capital ship. They usually consist of 5 points. The first point on the bay path is the outermost point, and the last point on the bay path is the innermost point. The first point usually has a very large radius, and the radius of the points usually decrease from one point to the next.<br />
<br />
To set up bay paths in Blender, create a helper object as a child of detail0, create an empty named 'bay01' as a child of the detail0 helper object, and create the bay path vertices as children of the bay path parent object.<br />
<br />
Example:<br />
detail0<br />
|<br />
|-helper<br />
|<br />
|-bay01<br />
| |<br />
| |-bay01v01<br />
| |-bay01v02<br />
| |-bay01v03<br />
| |-bay01v04<br />
| |-bay01v05<br />
|<br />
|-bay02<br />
| |<br />
| |-bay02v01<br />
| |-bay02v02<br />
| |-bay02v03<br />
| |-bay02v04<br />
| |-bay02v05<br />
<br />
===Docking Points:===<br />
<br />
Docking points consist of '''two''' individual docking points, an associated path and properties. You can do all of this in PCS2 after conversion where it's a lot easier, but if you really want to you can do it in Blender too:<br><br />
<br />
Make two dockpoints (''''dockpoint01-01'''' and ''''dockpoint01-02'''') the children of a parent ''''dockpoint01'''' empty (which should not be the child of anything). The first point is the location and outwards normal of dockpoint01, and the second defines the 'front' of the dockpoint so that docking ships know which end is the front of the ship.<br><br />
<br />
Dockpoints can have paths and properties set up as with single part turrets, though dockpoints need 4 path verticies instead of the usual two, and can take the property of ''''$name=<dockport name>''''.<br><br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
dockpoint01<br />
|<br />
|-dockpoint01-01<br />
|-dockpoint01-02<br />
|<br />
|-helper<br />
|<br />
|-path09<br />
| |<br />
| |-path09-01<br />
| |-path09-02<br />
|<br />
|-properties<br />
| |<br />
| |-$name=DockingPort<br />
<br />
===Engine Glows:===<br />
<br />
These can be done in one of two ways:<br />
# Just basic thrusters involves an empty called ''''thrusters'''' representing the glow bank, and children empties that represent the location and scale of the individual thruster glows. Here ''''thrusters'''' should not be the child of anything.<br><br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
thrusters<br />
|<br />
|-thruster01-01<br />
|-thruster01-02<br />
<br />
# Linked to an engine subsystem. Here the setup is the same as in 1), but ''''thrusters'''' is set as the child of the helper of the engine subsystem that is meant to be providing these particular engine glows. This way, when that particular engine subsystem is destroyed, only the glows linked to it are removed.<br><br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
subsystemengine<br />
|<br />
|-helper<br />
|<br />
|-path04<br />
| |<br />
| |-path04-01<br />
| |-path04-02<br />
|<br />
|-properties<br />
| |<br />
| |-$special=subsystem<br />
|<br />
|-thrusters<br />
|<br />
|-thruster01-01<br />
|-thruster01-02<br />
<br />
<br />
===Glow Points:===<br />
<br />
These involve a parent empty that must begin with the name ''''glowbank'''', and be the child of whatever subobject the glowpoints are attached to. Any children of ''''glowbank'''' will define the location and scale of individual glowpoints. They also use a helper->properties setup as seen previously, taking only the texture name the glowpoint to be drawn there in-game, such as: ''''properties''''->''''$glow_texture=yellowglow''''.<br><br />
<br />
Blinking settings can only be done in PCS2 after conversion, and in fact the entire glowpoint making process can be done there too.<br><br><br />
<br />
Example:<br />
detail0<br />
|<br />
|-helper<br />
|<br />
|-glowbank01<br />
| |<br />
| |-glowpoint01-01<br />
| |-glowpoint01-02<br />
| |-glowpoint01-03<br />
|<br />
|-glowbank02<br />
|<br />
|-glowpoint02-01<br />
|-glowpoint02-01<br />
<br />
===Eyepoint:===<br />
<br />
The eyepoint can again be done after conversion, but in Blender it is handled simply with a lone empty named ''''eyepoint01'''' that is not the child of anything. The Z direction of the empty indicates the direction it's facing in.<br><br><br />
<br />
Example:<br />
detail0<br />
detail1<br />
detail2<br />
eyepoint01<br />
<br />
===Esarai's Solution to Unapplyable Empties===<br />
Occasionally, Blender experiences a glitch where its program-defined 'Empty Object' cannot be applied. Applying an object is done by pressing ctrl+a. It makes the current scale of the object 1 on all axises, and sets its rotation to 0 on all axises. Occasionally, Blender fails to set the rotation to 0 and the scale to 1 after pressing ctrl+a, causing those values to be carried into the dae file. PCS2 treats the current orientation of an object as it's original orientation, and then applies any rotation or scaling data to the object, causing all objects to be scaled and rotated twice as much as they should be. If you notice this occurring with empty objects, you must ensure you are modeling all parts of your ship at the dimensions and rotations they are supposed to appear with in-game (this can be problematic for ships greater than 3 km in length as Blender will have trouble occluding faces not visible in the 3D view, making selecting the appropriate face difficult). These issues can be avoided by creating a stand-in for the empty objects. To do this, create a new mesh object. What kind of object does not matter. Create it and delete all geometry data within the object (enter editmode, select all vertices, and delete them. The object will appear as a pink dot now). This object, while not technically an "empty object," can function as one, and can always be applied. <br />
<br />
<br />
Just as an example: Say you were to rotate a cuboid turret 45 degrees about the z-axis, select the whole turret setup and associated helper hierarchy and press 'ctrl+a' to apply it. You'll know you are encountering this glitch if the turret now has zero angle rotation on all axises and the scale has been reset to 1, but the helper Empties still have non-one scale and/or non-zero rotation values. In PCS2, these values will be applied to the helpers, and your turret firepoints may end up several kilometers from the weapon barrels. <br> <br />
<br />
[[Category:Modding]]<br />
[[Category:PCS2 Cooperative Authoring]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Sounds.tbl&diff=44765Sounds.tbl2015-07-06T20:34:41Z<p>Talon1024: /* #Interface Sounds Start */</p>
<hr />
<div>{{TableVersion| d7f54dd (Git commit)}}<br />
<br />
The '''sounds.tbl''' is a file for defining the various sounds played ingame.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-snd.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==Format==<br />
*Table file consists of several sections<br />
*First section defines the sound for the actual game play. It begins at '''#Game Sounds Start''' and ends at'''#Game Sounds End'''<br />
*Second section defines the interface sounds. It starts at '''#Interface Sounds Start''' and ends at '''#Interface Sounds End'''<br />
*Third section defines the flyby sounds for different species. It begins at '''#Flyby Sounds Start''' and ends at '''#Flyby Sounds End'''<br />
*This table has two possible syntax's, the first being the SCP Syntax and the second being the Retail Syntax<br />
**The SCP Syntax is newer, easier to read, and likely preferred for modular tables and extendability<br />
**The Retail Syntax is the syntax used by the retail tables which was kept in place to keep retail compatibility<br />
*Most of the sounds are hardcoded in the engine (that is, the engine expects sound 33 to be the missile rearm sound, as an example). Modders should follow the retail table layout, and not assign sound numbers smaller than 250 to their custom sounds. This avoids index collisions.<br />
<br />
==SCP Syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds<br />
*All the other in-flight sounds are, in general, 3D sounds<br />
*Non-3D sounds do not require the '''+3D Sound''' entries<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: 6<br />
+Filename: breakup<br />
+Preload: no<br />
+Volume: 0.60<br />
+3D Sound:<br />
+Attenuation start: 100<br />
+Attenuation end: 800<br />
+Priority: High<br />
+Limit: 3<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Always required, even if +nocreate is used.<br />
*To specify no sound file, use "empty" (without the quotes)<br />
*If +nocreate is used and you don't want to change the original filename, then use <same> (including the <>)<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Optional if +nocreate is used, required otherwise<br />
*Syntax: '''Float'''<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Priority:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Limit:<br />
*Specifies the priority of this sound when enhanced sound is used<br />
*Should be based on how important this sound is and also how likely the player will notice if the sound drops out<br />
*overrides the engine default value<br />
*For valid values, see the table below. Values are not case-sensitive.<br />
*See the [[Enhanced sound]] page for more information.<br />
*Syntax: '''String'''<br />
<br />
<pre><br />
Value Meaning<br />
----- -------<br />
Must Play Absolutely must play<br />
High Very important<br />
Medium-High Important<br />
Medium Somewhat important<br />
Medium-Low Only a little important<br />
Low Not important<br />
</pre><br />
<br />
====+Limit:====<br />
*Optional, for use with [[Enhanced sound|enhanced sound]]<br />
*Can be used with or without an accompanying +Priority:<br />
*Specifies how many instances of the sound can play at the same time<br />
*overrides the engine default value<br />
*Must be in the range 1 - 15<br />
*See the [[Enhanced sound]] page for more information,<br />
*Syntax: '''Integer'''<br />
<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. You may specify '''+3D Sound:''' properties, but they will be ignored.<br />
<br />
<br />
Example Line<br />
<pre><br />
$Name: CraneSound1<br />
+Filename: Crane_1<br />
+Preload: no<br />
+Volume: 0.50<br />
</pre><br />
<br />
====$Name:====<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*If +nocreate is to be used, it must come after '''$Name:''' and before the '''String'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+nocreate====<br />
*Allows editing of the sound without creating a new sound handle<br />
*Must be placed after '''$Name:''' and before the '''String'''<br />
*Example<br />
**<pre>$Name: +nocreate SoundName</pre><br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Syntax: '''Float'''<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds.<br />
*Each flyby sound is defined on a line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
*'''THE FLYBY SECTION CANNOT USE +nocreate'''<br />
If you want to modify a flyby sound entry of a species in a modular table then you will need to have entries for both types.<br />
<br />
Line starts with '''$SPECIES:''' in the place of '''$Name:'''<br />
<br />
Example Terran Section<br />
<pre><br />
$Terran: 0<br />
+Filename: T_flyby1<br />
+Preload: no<br />
+Volume: 0.75<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
<br />
$Terran: 1<br />
+Filename: T_flyby2<br />
+Preload: no<br />
+Volume: 0.75<br />
+3D Sound:<br />
+Attenuation start: 200<br />
+Attenuation end: 400<br />
</pre><br />
<br />
====$Name:====<br />
*'''$Name''' must be replaced with '''$SPECIES''' as from the [[Species_defs.tbl]]<br />
*Specifies the sound handle which FSO will use to identify the sound from other tables<br />
*In this case it will usually be a '''1''' or a '''0'''<br />
*Syntax: '''String'''<br />
{{Warning|<br />
The name may not contain any whitespace (space or tab characters) or the old parsing code will be used.}}<br />
<br />
====+Filename:====<br />
*The name of the actual sound file to play<br />
*Syntax: '''String'''<br />
<br />
====+Preload:====<br />
*Specifies whether FSO should always preload the sound before the mission or not<br />
*Syntax: '''Boolean'''<br />
<br />
====+Volume:====<br />
*Specifies the volume the sound should be played at as a percentage<br />
*Syntax: '''Float'''<br />
<br />
====+3D Sound:====<br />
*Sets up table syntax for specifying 3D sound options<br />
*If present the sound will be loaded as a 3D sound<br />
*No argument should be specified<br />
*Must be accompanied by '''+Attenuation Start:''' and '''+Attenuation End:'''<br />
<br />
====+Attenuation Start:====<br />
*Defines the distance from the origin of the 3D sound where it begins to attenuate<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
====+Attenuation End:====<br />
*Defines the distance from the origin of the 3D sound where it is inaudible<br />
*Must be preceded by '''+3D Sound:'''<br />
*Syntax: '''Integer'''<br />
<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
==Retail Syntax==<br />
{{Note|Many retail sound names are hardcoded to a specific type of sound, so removing entries is not recommended. However adding new ones or altering existing ones is possible. See the [[Hardcoded sounds|hardcoded sounds]] for a list of which sounds have hardcoded names.}}<br />
<br />
In most entries, the name of the file ('''Second''' value) can be replaced with 'empty' if the particular sound index is not in use.<br />
<br />
===#Game Sounds Start===<br />
Notes<br />
*Cockpit sounds are in general non-3D sounds that ought to be of type '0', however all the other in-flight sounds are in general 3D sounds and ought to of type '1' (or type '2').<br />
*Type 0 sounds do not require the '''Sixth''' and '''Seventh''' entries.<br />
<br />
Example Line<br />
<pre>$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800</pre><br />
<br />
Line starts with ''$Name:'' and has seven entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the index number of the sound ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename).<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)<br />
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate and is not used with normal non-3D sounds (type 0)('''Integer''')<br />
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible and is not used with normal non-3D sounds (type 0)('''Integer''')<br />
<br />
<br />
'''Section ends with #Game Sounds End'''<br />
<br />
<br />
===#Interface Sounds Start===<br />
Notes<br />
*Interface sounds are not 3D sounds. Use type '0' sounds. The '''Sixth''' and '''Seventh''' entries can be left out of sounds in this section.<br />
<br />
Example Line<br />
<pre>$Name: 26 Crane_1.wav, 0, 0.50, 0</pre><br />
<br />
Line starts with ''$Name:'' and has five entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the index number of the sound ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename or '''Empty''').<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2)<br />
<br />
<br />
'''Section ends with #Interface Sounds End'''<br />
<br />
===#Flyby Sounds Start===<br />
Notes<br />
*Each species has two flyby sounds. One for the fighters and one for the bombers.<br />
*Flyby sounds are all 3D sounds of type '1' for the '''Fifth''' value.<br />
*Each flyby sound is defined on a single line that begins with the species name ('''String''', species name, eg. '''$Terran:''').<br />
<br />
Retail flyby section<br />
<pre><br />
#Flyby Sounds Start<br />
<br />
$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
<br />
$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
<br />
$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Shivan ship1 flyby player sound (3d sound)<br />
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Shivan ship1 flyby player sound (3d sound)<br />
<br />
#Flyby Sounds End<br />
</pre><br />
<br />
Line starts with ''$SPECIES:'' and has seven entries separated by commas except for the first and second entries.<br />
<br />
**'''First''' value is the label of the flyby sound, usually 0 for the first (small-ship) entry and 1 for the second (large-ship)entry. ('''Integer''')<br />
**'''Second''' value is the name of actual sound file ('''String''', filename).<br />
**'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1)<br />
**'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1)<br />
**'''Fifth''' value sets the sound type and should be set to 3D stereo sound (type '1') ('''Integer''', 0, 1 or 2)<br />
***'''Sixth''' value defines the distance from the origin of 3D sound where it begins to attenuate (type 0)('''Integer''')<br />
***'''Seventh''' value sets the distance from the origin of the 3D sound where it is inaudible (type 0)('''Integer''')<br />
<br />
<br />
'''Section ends with #Flyby Sounds End'''<br />
<br />
<br />
==Sample==<br />
*Retail FreeSpace 2 table<br />
<br />
<pre><br />
;<br />
; sounds.tbl *<br />
;<br />
; file to specify general game sounds<br />
;<br />
; I M P O R T A N T<br />
; **********************************************************<br />
; * *<br />
; ====> DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====*<br />
; * *<br />
; **********************************************************<br />
; I M P O R T A N T<br />
;<br />
; If a sound entry appears in this file, there is a hook into the game to<br />
; play the sound. This file can only be modified to change *existing* sounds.<br />
; Talk to a programmer if you want to add brand new sounds. Adding a line to<br />
; this file will not make your sound appear in the game, it will more than<br />
; likely break something.<br />
;<br />
; If you don't want the sound to play, put none.wav as the sound to play.<br />
;<br />
; The fields for a sound entry are:<br />
; 1) unqiue sound signature<br />
; 2) filename of the sound<br />
; 3) flag to indicate sound should always be pre-loaded before a mission<br />
; 4) the default volume (from 0.0 -> 1.0)<br />
; 5) 0 - not 3d 1 - stereo 3D 2 - Aureal A3D (if available), otherwise use stereo 3D<br />
; 6) distance at which sound starts to attenuate (for 3d sounds only)<br />
; 7) distance at which sound is inaudible (for 3d sounds only)<br />
;<br />
#Game Sounds Start<br />
; Misc sounds section ** = Aureal 3d support | * = FS = 3D support<br />
$Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped)<br />
$Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping)<br />
$Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon<br />
$Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon<br />
$Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit)<br />
$Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed <br />
$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound)<br />
$Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound)<br />
$Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried<br />
$Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success<br />
$Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail<br />
$Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success<br />
$Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile<br />
$Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle<br />
$Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle<br />
$Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up)<br />
$Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down)<br />
$Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound)<br />
$Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound)<br />
$Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound)<br />
$Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound)<br />
$Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound)<br />
$Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped)<br />
$Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized)<br />
$Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed)<br />
$Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning<br />
$Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left<br />
$Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left<br />
$Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens)<br />
$Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears<br />
$Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears<br />
$Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound)<br />
$Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship<br />
$Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound)<br />
$Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound)<br />
$Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped)<br />
$Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound)<br />
$Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound)<br />
$Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle<br />
$Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound)<br />
$Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound)<br />
$Name: 41 select.wav, 0, 0.60, 0 ; mouse click<br />
$Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning<br />
$Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful<br />
$Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound<br />
$Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound)<br />
$Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound)<br />
$Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed<br />
$Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static<br />
$Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound)<br />
$Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person<br />
$Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound)<br />
$Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound)<br />
$Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound)<br />
$Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes<br />
$Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker)<br />
$Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect)<br />
$Name: 57 directive.wav, 0, 0.70, 0 ; directive complete<br />
$Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 ; * other ship subsystem destroyed (3d sound)<br />
$Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound)<br />
$Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 ; * captial ship subsystem destroyed (3d sound)<br />
$Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound)<br />
$Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound)<br />
$Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound)<br />
$Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start<br />
$Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended<br />
$Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping)<br />
$Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound<br />
$Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound)<br />
$Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound)<br />
$Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound)<br />
$Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient<br />
$Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping)<br />
$Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping)<br />
$Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup<br />
$Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient<br />
;<br />
; Weapons section<br />
;<br />
$Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 ; SD-4 Sidearm laser fired<br />
$Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 ; DR-2 Scalpel fired<br />
$Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 ; Flail II fired<br />
$Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 ; Prometheus R laser fired<br />
$Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 ; Prometheus S laser fired<br />
$Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 ; GTW-66 Newton Cannon fired<br />
$Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 ; UD-8 Kayser Laser fired<br />
$Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 ; GTW-19 Circe laser fired<br />
$Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 ; GTW-83 Lich laser fired<br />
$Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact<br />
$Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 ; Subach-HLV Vasudan laser<br />
$Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 ; rockeye missile launch<br />
$Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1<br />
$Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 ; mag pulse missile launch<br />
$Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 ; fury missile launch<br />
$Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 ; shrike missile launch<br />
$Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 ; angel fire missile launch<br />
$Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 ; cluster bomb launch<br />
$Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 ; cluster baby bomb launch<br />
$Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 ; stiletto bomb launch<br />
$Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 ; tsunami bomb launch<br />
$Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 ; harbinger bomb launch<br />
$Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 ; mega wokka launch<br />
$Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 ; countermeasure 1 launch<br />
$Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 ; Shivan light laser (3d sound)<br />
$Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; shockwave ignition (3d sound)<br />
$Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 ; swarm missile sound (3d sound)<br />
$Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound)<br />
$Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound)<br />
$Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound)<br />
$Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound)<br />
$Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 ; Vasudan light laser fired (3d sound)<br />
$Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 ; Shivan heavy laser (3d sound)<br />
$Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 ; ** shockwave impact (3d sound)<br />
$Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1<br />
$Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2<br />
$Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1<br />
$Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2<br />
$Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1<br />
$Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 ; targeting laser loop sound<br />
$Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch<br />
$Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 ; Flak Gun Impact<br />
$Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 ; EMP Missle<br />
$Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone<br />
$Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1<br />
$Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 ; beam loop<br />
$Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up<br />
$Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down<br />
$Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1<br />
$Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2<br />
;Ship Engine Sounds section<br />
$Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound)<br />
$Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound)<br />
$Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound)<br />
$Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound)<br />
$Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound)<br />
$Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound)<br />
$Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound)<br />
$Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound)<br />
$Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound)<br />
$Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound)<br />
$Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound)<br />
$Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound)<br />
$Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound)<br />
; Electrical arc sound fx on the debris pieces<br />
$Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound)<br />
$Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound)<br />
$Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound)<br />
$Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound)<br />
$Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound)<br />
; Beam Sounds<br />
$Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 ; LTerSlash beam loop<br />
$Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop<br />
$Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop<br />
$Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop<br />
$Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop<br />
$Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop<br />
$Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up<br />
$Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up<br />
$Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up<br />
$Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up<br />
$Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up<br />
$Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up<br />
$Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down<br />
$Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down<br />
$Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down<br />
$Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down<br />
$Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down<br />
$Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down<br />
$Name: 162 Empty, 0, 0.50, 0<br />
$Name: 163 Empty, 0, 0.50, 0<br />
$Name: 164 Empty, 0, 0.50, 0<br />
$Name: 165 Empty, 0, 0.50, 0<br />
$Name: 166 Empty, 0, 0.50, 0<br />
$Name: 167 Empty, 0, 0.50, 0<br />
$Name: 168 Empty, 0, 0.50, 0<br />
$Name: 169 Empty, 0, 0.50, 0<br />
$Name: 170 Empty, 0, 0.50, 0<br />
$Name: 171 Empty, 0, 0.50, 0<br />
$Name: 172 Empty, 0, 0.50, 0<br />
$Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant)<br />
$Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave)<br />
$Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound)<br />
$Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound)<br />
$Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 ; SRed beam loop<br />
$Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop<br />
$Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop<br />
$Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua<br />
$Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua<br />
$Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up<br />
$Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up<br />
$Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up<br />
$Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 ; Shivan Commnode<br />
$Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 ; Volition PirateShip<br />
$Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; SRed warm down<br />
$Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down<br />
$Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; AntiFtr warm down<br />
$Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1<br />
$Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2<br />
<br />
;SCP ADDED SOUNDS START HERE<br />
$Name: 200 m_load.wav, 0, 0.60, 1, 10, 50 ; Ballistic Weapon Rearm Start<br />
$Name: 201 m_lock.wav, 0, 0.50, 1, 10, 50 ; Ballistic Weapon Rearm<br />
;<br />
#Game Sounds End<br />
;<br />
#Interface Sounds Start<br />
$Name: 0 user_c.wav, 0, 0.70, 0 ; mouse click<br />
$Name: 1 empty, 0, 0.70, 0 ; pick up a ship icon (not used)<br />
$Name: 2 load01.wav, 0, 0.60, 0 ; drop a ship icon on a wing slot<br />
$Name: 3 unload01.wav, 0, 0.60, 0 ; drop a ship icon back to the list<br />
$Name: 4 beep_4.wav, 0, 0.70, 0 ; press briefing, ship selection or weapons bar (top-left)<br />
$Name: 5 user_c.wav, 0, 0.70, 0 ; Switching to a new screen, but not commit<br />
$Name: 6 beep_4.wav, 0, 0.70, 0 ; help pressed<br />
$Name: 7 commit.wav, 0, 0.60, 0 ; commit pressed<br />
$Name: 8 user_c.wav, 0, 0.70, 0 ; prev/next pressed<br />
$Name: 9 user_c.wav, 0, 0.70, 0 ; scroll pressed (and scroll)<br />
$Name: 10 fail.wav, 0, 0.70, 0 ; general failure sound for any event<br />
$Name: 11 shipview.wav, 0, 0.50, 0 ; ship animation starts (ie text and ship first appear)<br />
$Name: 12 main_amb.wav, 0, 0.60, 0 ; ambient sound for the Terran main hall (looping)<br />
$Name: 13 vas_amb.wav, 0, 0.60, 0 ; ambient sound for the Vasudan main hall (looping)<br />
$Name: 14 user_a.wav, 0, 0.70, 0 ; brief stage change<br />
$Name: 15 user_i.wav, 0, 0.70, 0 ; brief stage change fail<br />
$Name: 16 beep_3.wav, 0, 0.70, 0 ; selet brief icon<br />
$Name: 17 user_o.wav, 0, 0.50, 0 ; user_over (mouse over a control)<br />
$Name: 18 user_c.wav, 0, 0.70, 0 ; user_click (mouse selects a control)<br />
$Name: 19 reset.wav, 0, 0.70, 0 ; reset (or similar button) pressed<br />
$Name: 20 textdraw.wav, 0, 0.60, 0 ; briefing text wipe<br />
$Name: 21 Lift_Mix.wav, 0, 0.50, 0 ; main hall - elevator<br />
$Name: 22 weapview.wav, 0, 0.60, 0 ; weapon animation starts<br />
$Name: 23 dooropen.wav, 0, 0.50, 0 ; door in main hall opens<br />
$Name: 24 doorclose.wav, 0, 0.50, 0 ; door in main hall closes<br />
$Name: 25 itemdraw.wav, 0, 0.50, 0 ; glow in main hall opens<br />
$Name: 26 Crane_1.wav, 0, 0.50, 0 ; main hall - crane 1<br />
$Name: 27 sub_amb.wav, 0, 0.60, 0 ; ambient sound for menus off the main hall (looping)<br />
$Name: 28 user_c.wav, 0, 0.70, 0 ; popup dialog box appeared<br />
$Name: 29 user_c.wav, 0, 0.70, 0 ; popup dialog box goes away<br />
$Name: 30 1_yes.wav, 0, 1.00, 0 ; voice clip played when volume slider changes<br />
$Name: 31 Crane_2.wav, 0, 0.50, 0 ; main hall - crane 2<br />
$Name: 32 Option1.wav, 0, 0.70, 0 ; main hall options - mouse on <br />
$Name: 33 Option2.wav, 0, 0.70, 0 ; main hall options - mouse off<br />
$Name: 34 Techroom1.wav, 0, 0.70, 0 ; main hall tech room - mouse on<br />
$Name: 35 Techroom2.wav, 0, 0.70, 0 ; main hall tech room - mouse off<br />
$Name: 36 Exitopen.wav, 0, 0.60, 0 ; main hall exit open<br />
$Name: 37 Exitclose.wav, 0, 0.60, 0 ; main hall exit close<br />
$Name: 38 pa_1.wav, 0, 0.50, 0 ; main hall random intercom 1<br />
$Name: 39 pa_2.wav, 0, 0.50, 0 ; main hall random intercom 2<br />
$Name: 40 pa_3.wav, 0, 0.50, 0 ; main hall random intercom 3<br />
$Name: 41 highlight.wav, 0, 0.40, 0 ; spinning highlight in briefing<br />
$Name: 42 noiz.wav, 0, 0.40, 0 ; static in a briefing stage cut<br />
$Name: 43 Camp_on.wav, 0, 0.70, 0 ; main hall campaign - mouse on<br />
$Name: 44 Camp_off.wav, 0, 0.70, 0 ; main hall campaign - mouse off<br />
$Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open <br />
$Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close<br />
$Name: 47 V_Roll_Open.wav, 0, 0.80, 0 ; vasudan hall - hatch open <br />
$Name: 48 V_Roll_Close.wav, 0, 0.80, 0 ; vasudan hall - hatch close<br />
$Name: 49 V_Lift_Up.wav, 0, 0.70, 0 ; vasudan hall - lift up<br />
$Name: 50 V_Lift_Down.wav, 0, 0.70, 0 ; vasudan hall - lift down<br />
$Name: 51 V_Lite_On.wav, 0, 0.70, 0 ; vasudan hall - glow on<br />
$Name: 52 V_Lite_Off.wav, 0, 0.70, 0 ; vasudan hall - glow off<br />
$Name: 53 Skiff.wav, 0, 0.70, 0 ; vasudan hall - skiff loop<br />
$Name: 54 V_Map_On.wav, 0, 0.70, 0 ; vasudan hall - screen on<br />
$Name: 55 V_Map_Off.wav, 0, 0.70, 0 ; vasudan hall - screen off<br />
$Name: 56 V_Head_1.wav, 0, 0.70, 0 ; vasudan hall - vasudan greeting<br />
$Name: 57 V_Head_2.wav, 0, 0.70, 0 ; vasudan hall - vasudan bye<br />
$Name: 58 V_Pa_01.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 1<br />
$Name: 59 V_Pa_02.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 2<br />
$Name: 60 V_Pa_03.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 3<br />
$Name: 61 bup.wav, 0, 0.90, 0 ; bup bup bup-bup bup bup<br />
$Name: 62 thankyou.wav, 0, 0.90, 0 ; thankyou<br />
$Name: 63 V_Exit_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open<br />
$Name: 64 V_Exit_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close<br />
;<br />
#Interface Sounds End<br />
;<br />
; Each species can have up to 4 different flyby sounds<br />
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan<br />
; the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound<br />
#Flyby Sounds Start<br />
<br />
$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)<br />
<br />
$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)<br />
<br />
$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)<br />
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)<br />
<br />
#Flyby Sounds End<br />
</pre><br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Scripting.tbl&diff=44760Scripting.tbl2015-06-28T18:10:03Z<p>Talon1024: Add information about the Application condition</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|11242}}<br />
<br />
The '''scripting.tbl''' is used for scripting special features like alternate HUDs or ship viewer into the game.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-sct.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Info==<br />
*Scripting table consist of several sections identified by a hash mark preceeding the section name (i.g. #Global Hooks)<br />
*All sections ''must'' end with #'''End'''<br />
*All sections are optional<br />
*Most entries are optional<br />
*Scripting hooks are '''not''' executed on a separate thread (at least as of this writing). They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. Therefore, large and complicated scripts will most likely cause noticeable lag or slowdown when executed.<br />
{{Template:Note|1=Information on this page does not apply to pre-3.6.10 builds}}<br />
<br><br />
<br />
==Useful references==<br />
*'''[[FS2 Open Lua Scripting]]'''<br />
*'''[[Scripting API]]'''<br />
<!---*'''[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]''' - Link OOA ---><br />
*'''[[Scripting functions]]'''<br />
*'''[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]'''<br />
*'''[http://lua-users.org/wiki/ Lua-Users Wiki]'''<br />
*'''[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]'''<br />
<br />
==Prerequisites==<br />
<br />
===Frames===<br />
One of the most important things to understand when reading this guide is the concept of "frames". (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.<br />
<br />
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first "moved", in memory. This probably consists of physics calculations, that change the ship's position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a "backbuffer" - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.<br />
<br />
For scripting, '''it is important to understand that each block of code will therefore be executed several times a second, but only once per frame'''. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you "move" a ship after it has already been rendered, the change will not become apparent until the next frame.<br />
<br />
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:<br />
<pre>#Global Hooks<br />
$Global: [<br />
--If the g_WheeXPosition variable does not exist,<br />
--it means we are on the first frame.<br />
--If that is the case, set it to zero.<br />
if not g_WheeXPosition then<br />
g_WheeXPosition = 0<br />
end<br />
<br />
--Move the text<br />
g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())<br />
<br />
--Draw "WHEE!!!"<br />
gr.drawString("WHEE!!!", g_WheeXPosition, 10)<br />
]<br />
#End</pre><br />
<br><br />
<br />
===Hooks===<br />
Scripting "hooks" form the basis of the scripting system. A "hook" simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, "hook" refers to an entry in scripting.tbl.<br />
<br />
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that "$Hook:" is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).<br />
#<pre>$Hook: scripting</pre>Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.<br />
#<pre>$Hook: [scripting]</pre>A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)<br />
#<pre>$Hook: [[scriptfilename.lua]]</pre>Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.<br />
<br><br />
<br />
====+Override====<br />
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:<br />
<pre>$HUD: [<br />
gr.setColor(255, 255, 255, 255)<br />
gr.drawString("HUD Disabled", 50, 50)<br />
]<br />
+Override: true</pre><br />
<br />
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.<br />
<br><br />
<br />
==Sections==<br />
<br />
===#Global Hooks===<br />
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.<br />
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.<br />
<br><br />
<br />
====$Global:====<br />
Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the "On Frame" conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.<br />
<br><br />
<br />
====$Splash:====<br />
This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.<br />
<br><br />
<br />
====$GameInit:====<br />
This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.<br />
<br><br />
<br />
====$Simulation:====<br />
This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other "physical" in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.<br />
<br><br />
<br />
====$HUD:====<br />
The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.<br />
<br><br />
<br />
=====+Override:=====<br />
Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.<br />
<br><br />
<br />
===#State Hooks===<br />
In Freespace2, a "state" more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed (Dec 2006) and superseded by the conditional hook system.<br />
<br><br />
<br />
=====$State:=====<br />
Specifies the state name. A full list of states is located here: ''[[List of Game States]]''<br />
<br />
=====$Hook:=====<br />
Executed after all of the state code has been executed, but before the game frame is actually drawn.<br />
<br />
======+Override:======<br />
Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.<br />
<br />
===#Conditional Hooks===<br />
Scripting hooks have been available since Sep 2006. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.<br />
<br />
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)<br />
<br />
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.<br />
<br />
This prompts the question: if this is all conditional scripting does, why not just use the global hook? <br />
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.<br />
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.<br />
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.<br />
<br />
;Format<br />
<br />
;'''$Condition:''': Where "$Condition:" is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
;'''$Action:''': Where "$Action:" is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.<br />
;'''$Condition:''': ...<br />
;'''...''':<br />
<br />
A brief description of all Conditions and Actions at the time of this writing:<br />
<br />
====Conditions====<br />
<br />
=====$Application: FS2_Open=====<br />
Specifies that the execution will unconditionally apply to the entire game.<br />
<br />
=====$State:=====<br />
Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission.<br />
*The full list of states can be found here: ''[[List of Game States]]''<br />
<br />
=====$Campaign:=====<br />
Controls execution based on the current campaign's filename. (It is under consideration to change this to the campaign's name, instead).<br />
<br />
=====$Mission:=====<br />
Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.<br />
<br />
=====$Object Type:=====<br />
Defines a specific object type that the action will apply for, such as a "Ship", "Asteroid", or "Jump Node".<br />
<br />
=====$Ship:=====<br />
Defines a specific ship (name) that the action will apply for.<br />
<br />
=====$Ship class:=====<br />
Defines a specific ship class (name) that the action will apply for.<br />
<br />
=====$Ship type:=====<br />
Defines a specific ship type (name) that the action will apply for.<br />
<br />
=====$Weapon class:=====<br />
Defines a specific weapon class (name) that the action will apply for.<br />
<br />
=====$KeyPress:=====<br />
Defines a specific key that the action will apply for.<br />
*Experimental.<br />
<br />
=====$Action:=====<br />
{{Table371|<br />
Defines a specific control that the action will apply for. For example "Fire Primary Weapon" or "Match Target Speed".<br />
}}<br />
<br />
====Actions====<br />
<br />
=====$On Game Init:=====<br />
Executes immediately after game has been started.<br />
::* No associated hook variables.<br />
<br />
=====$On Splash Screen:=====<br />
Executes when initial game splash screen is shown<br />
::* No associated hook variables.<br />
<br />
=====$On State Start:=====<br />
Executed when specified game state starts<br />
::* No associated hook variables.<br />
<br />
=====$On Frame:=====<br />
Executes immediately after the global scripting hook, which is right before the frame is drawn.<br />
::* No associated hook variables.<br />
<br />
=====$On Key Pressed:=====<br />
Executed when specified key is pressed<br />
::* '''Key''', The pressed key<br />
<br />
=====$On Key Released:=====<br />
Executed when specified key is released<br />
::* '''Key''', The released key<br />
<br />
=====$On Mouse Moved:=====<br />
Executed when mouse is moved<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Pressed:=====<br />
Executed when mouse button is pressed<br />
::* No associated hook variables.<br />
<br />
=====$On Mouse Released:=====<br />
Executed when mouse button is released<br />
::* No associated hook variables.<br />
<br />
=====$On State End:=====<br />
Executed when specified game state ends<br />
::* No associated hook variables.<br />
<br />
=====$On Mission Start:=====<br />
Executed when mission starts<br />
::* No associated hook variables.<br />
<br />
=====$On Gameplay Start:=====<br />
{{Table3615|<br />
Executed when the gameplay part of a mission starts<br />
::* No associated hook variables.}}<br />
<br />
=====$On HUD Draw:=====<br />
Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on<br />
::* '''Self''', the viewer (object)<br />
<br />
=====$On Ship Collision:=====<br />
Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type ("Weapon", "Debris", and so on) with the type of the object. If both objects are ships, the other object gains the name "ShipB". (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called "Script".) The override will disable FS2_Open code, as well as the other object's collision code. If both objects have an override set, only one of the objects' hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.<br />
::* When colliding something other than other ship:<br />
::** '''Ship''', the ship (object)<br />
::** '''Debris''', '''Asteroid''', '''Weapon''', depending what it collided with (object)<br />
::** '''Self''', the object referred by the condition (object)<br />
::** '''Object''', the ship (object)<br />
::* When colliding with other ship:<br />
::** '''Ship''', the ship (object) referred by the condition (object)<br />
::** '''ShipB''', the other ship (object)<br />
::** '''Self''', the ship (object) referred by the condition (object)<br />
::** '''Object''', the other ship (object)<br />
<br />
=====$On Weapon Collision:=====<br />
Like the ship collision hook, but for weapons.<br />
::* When colliding something other than other weapon:<br />
::** '''Weapon''', the weapon (object)<br />
::** '''Debris''', '''Asteroid''', '''Ship''', depending what it collided with (object)<br />
::** '''Self''', the object the weapon collided with (object)<br />
::** '''Object''', the weapon (object)<br />
::* When colliding with other weapon:<br />
::** '''Weapon''', the weapon (object) referred by the condition<br />
::** '''WeaponB''', the other weapon (object)<br />
::** '''Self''', the weapon (object) referred by the condition<br />
::** '''Object''', the other weapon (object)<br />
<br />
=====$On Debris Collision:=====<br />
Like the ship collision hook, except for debris.<br />
::* '''Debris''', the debris (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the debris collided with (object)<br />
::* '''Object''', the debris (object)<br />
<br />
=====$On Asteroid Collision:=====<br />
Like the ship collision hook, only for asteroids.<br />
::* '''Asteroid''', the asteroid (object)<br />
::* '''Weapon''', '''Ship''', depending what it collided with (object)<br />
::* '''Self''', the object the asteroid collided with (object)<br />
::* '''Object''', the asteroid (object)<br />
<br />
=====$On Object Render:=====<br />
Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an "Object" variable of the object to be rendered.<br />
::* '''Self''', the object rendered (object)<br />
<br />
=====$On Warp In:=====<br />
Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an "Object" handle in the HookVariables library, with the type of the object that is warping in.<br />
::* '''Self''', the object warping in (object)<br />
<br />
=====$On Warp Out:=====<br />
Same as warping in, except for warping out.<br />
::* '''Self''', the object warping out (object)<br />
<br />
=====$On Death:=====<br />
*Currently only valid for ships.<br />
Receives "Self" and "Killer" variables of the object and killer, respectively. Overriding it will override all default death behavior.<br />
::* For asteroids:<br />
::** '''Self''', the asteroid (object)<br />
::* For ships:<br />
::** '''Self''', the ship (object)<br />
::** '''Killer''', the other object (object) - NOTE, not guaranteed to exists<br />
<br />
=====$On Mission End:=====<br />
Run on mission end.<br />
::* No associated hook variables.<br />
=====$On Weapon Equipped:=====<br />
{{Table3613|<br />
Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Fired:=====<br />
{{Table3613|<br />
Runs once when a ship fires a weapon defined in the $Weapon class condition<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Selected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is selected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Weapon Deselected:=====<br />
{{Table3613|<br />
Runs once when a bank with a weapon defined in the $Weapon class condition is deselected<br />
::* '''User''', the ship carrying the weapon<br />
::* '''Target''', the ships' current target<br />
}}<br />
<br />
=====$On Turret Fired:=====<br />
{{Table3615|<br />
Executed when a turret fires.<br />
::* '''Ship''', the parent ship<br />
::* '''Weapon''', the weapon which was fired<br />
::* '''Target''', the intended target<br />
}}<br />
<br />
=====$On Ship Arrive:=====<br />
{{Table371|<br />
Executed when a ship arrives.<br />
::* '''Ship''', the arriving ship<br />
::* '''Parent''', the ship acting as the anchor when arrival location is "in front of ship", "near ship" or "docking bay"; nil or invalid handle otherwise<br />
}}<br />
<br />
=====$On Action:=====<br />
{{Table371|<br />
Executed when an action is triggered, regardless of which key or button it is bound to. Does currently not trigger on mouse or joystick movements.<br />
::* '''Action''', the textual description of the action (for example "Fire Primary Weapon" or "Match Target Speed")<br />
}}<br />
<br />
=====$On Action Stopped:=====<br />
{{Table371|<br />
Executed when a continuous action is released (for example "Fire Primary Weapon", "Turn Left" or "Afterburner").<br />
::* '''Action''', the textual description of the action<br />
}}<br />
<br />
=====$On Message Received:=====<br />
{{Table371|<br />
Executed when the player receives a message.<br />
::* '''Name''', the message name that was received. The message handle can be accessed with mn.Messages[hv.Name]<br />
::* '''Message''', the message text that would be displayed on the message gauge. Takes in account scrambled messages and variable replacements.<br />
::* '''SenderString''', the displayed string that shows the origin of the message.<br />
::* '''Builtin''', boolean, true if the message was a builtin message (eg: automatic messages from Command or wingmen)<br />
::* '''Sender''', object handle of the ship that sent the message. This might not always be valid, so check is :isValid() if you need to use it<br />
}}<br />
<br />
=====$On HUD Message Received:=====<br />
{{Table371|<br />
Executed when the HUD should display a message. This is similar to $On Message Received but it will also receive messages that were not generated by a message (e.g "Firing artillery" for SSM strikes).<br />
::* '''Text''', the plain text of the message<br />
::* '''SourceType''', a number representing the type of the sender. The number can be one of the following:<br />
:::* ''0'' A message sent by the computer<br />
:::* ''1'' A training message<br />
:::* ''2'' A message from a hidden source<br />
:::* ''3'' An important message (this type is currently unused)<br />
:::* ''4'' An failed message (this type is currently unused)<br />
:::* ''5'' An satisfied message (this type is currently unused)<br />
:::* ''6'' An message sent by (Terran) command<br />
:::* ''7'' A multiplayer message<br />
:::* ''&ge;8'' When the type is grater or equal to 8 then the source is one of the teams in the mission. You can get a team handle using mn.Team[hv.SourceType - 7] (as lua uses 1 based indexes)<br />
}}<br />
<br />
=====$On Afterburner Engage:=====<br />
{{Table373|<br />
Executed when a ship engages its afterburner.<br />
::* '''Ship''', the ship object of the ship engaging its afterburner<br />
}}<br />
<br />
=====$On Afterburner End:=====<br />
{{Table373|<br />
Executed when a ship stops its afterburner.<br />
::* '''Ship''', the ship object of the ship stopping its afterburner<br />
}}<br />
<br />
=====$On Beam Fire:=====<br />
{{Table373|<br />
Executed when a beam is fired. This will occur after warm up is complete, as the beam starts to render and give damage.<br />
::* '''Beam''', the beam object being fired<br />
::* '''User''', the parent ship object firing the beam<br />
::* '''Target''', the target object that the beam is trying to hit. Not guaranteed to exist!<br />
}}<br />
<br />
==Misc. Hook Variables:==<br />
<br />
===Viewer===<br />
*Active if (non-player) viewing object is valid<br />
<br />
<br />
===Player===<br />
*Active if player obj is valid <br />
<br><br />
<br />
<br />
==Examples==<br />
<br />
See [[:Category:Scripting Examples|Scripting Examples category]]<br />
<br />
<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Script_-_Zoom&diff=44427Script - Zoom2015-03-04T09:00:34Z<p>Talon1024: "and cam" will evaluate to false if cam is nil.</p>
<hr />
<div>This script enables you to zoom your view so precise aiming is easier.<br />
It includes a config file that specifies the values the script will use. It also features a FRED SEXP interface so A FREDer can force a zoom-in (or -out) as needed.<br />
For more documentation check out [http://www.hard-light.net/forums/index.php?topic=70411.0 this thread].<br />
== Table Entry ==<br />
* To use create an file called '''zoom-sct.tbm''' in your ''date/tables'' directory and paste the following code into it:<br />
<pre><br />
#Conditional Hooks<br />
<br />
$Application: FS2_Open<br />
$On Game Init:[[zoom_init.lua]]<br />
<br />
$State: GS_STATE_GAME_PLAY<br />
$On Key Pressed: [[zoom_KeyDn.lua]]<br />
<br />
$State: GS_STATE_GAME_PLAY<br />
$On Key Released: [[zoom_KeyUp.lua]]<br />
<br />
$Application: FS2_Open<br />
$On Mission Start: <br />
[<br />
runZoomScript = true<br />
]<br />
<br />
$On Mission End:<br />
[<br />
if runZoomScript then<br />
if defaultZoomSet and cam and cam:isValid() then<br />
cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely<br />
end<br />
<br />
resetZoomScript()<br />
<br />
removeTemps()<br />
<br />
runZoomScript = false<br />
end<br />
]<br />
<br />
$State: GS_STATE_GAME_PLAY<br />
$On Frame: <br />
[<br />
if runZoomScript and zooming then<br />
handleControls()<br />
<br />
if hu.HUDDrawn then<br />
drawProgress()<br />
end<br />
end<br />
]<br />
<br />
#End<br />
</pre><br />
<br />
After this create the file '''zoom_init.lua''' int your ''data/scripts'' folder and paste the following into it:<br />
<pre><br />
-------------------------------------------------------------<br />
-------- utility functions --------<br />
-------------------------------------------------------------<br />
function trim(s)<br />
return (s:gsub("^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
function isAllIdent(check)<br />
check = check:lower()<br />
if check == "**all**" then<br />
return true<br />
else<br />
return false<br />
end<br />
end<br />
<br />
function indexOf(t,val)<br />
for k,v in ipairs(t) do <br />
if v == val then <br />
return k <br />
end<br />
end<br />
end<br />
-------------------------------------------------------------<br />
---- defining functions used for parsing the config file ----<br />
-------------------------------------------------------------<br />
<br />
-- gets the next line out of the file<br />
local function getNextLine(file)<br />
if file:isValid() then<br />
local line = file:read("*l")<br />
return line<br />
else<br />
ba.warning("Invalid file handle pased to readLine function")<br />
return nil<br />
end<br />
end<br />
<br />
-- looks up the set function which is connected to the specified keyword<br />
local function getSetFunc(keyword)<br />
keyword = keyword:lower()<br />
for i,v in pairs(setTable) do<br />
index = i:lower()<br />
if index == keyword then<br />
return v<br />
end<br />
end<br />
return nil<br />
end<br />
<br />
local function addAllowedShipClass(value)<br />
if isAllIdent(value) then<br />
zoomAllowedShips = {}<br />
zoomAllowedShips[1] = value<br />
return false<br />
end<br />
if zoomAllowedShips[1] == nil or not isAllIdent(zoomAllowedShips[1]) then<br />
<br />
if indexOf(zoomAllowedShips,value) ~= nil then<br />
ba.warning("Ship " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local ship = tb.ShipClasses[value]<br />
if ship ~= nil and ship:isValid() then<br />
table.insert(zoomAllowedShips, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified ship class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function addRestrictedShipClass(value)<br />
if isAllIdent(value) then<br />
zoomRestrictedShips = {}<br />
zoomRestrictedShips[1] = value<br />
return true<br />
end<br />
if zoomRestrictedShips[1] == nil or not isAllIdent(zoomRestrictedShips[1]) then<br />
<br />
if indexOf(zoomRestrictedShips,value) ~= nil then<br />
ba.warning("Ship " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local ship = tb.ShipClasses[value]<br />
if ship ~= nil and ship:isValid() then<br />
table.insert(zoomRestrictedShips, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified ship class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function addAllowedWeaponClass(value)<br />
if isAllIdent(value) then<br />
zoomAllowedWeapons = {}<br />
zoomAllowedWeapons[1] = value<br />
return false<br />
end<br />
<br />
if zoomAllowedWeapons[1] == nil or not isAllIdent(zoomAllowedWeapons[1]) then<br />
<br />
if indexOf(zoomAllowedWeapons,value) ~= nil then<br />
ba.warning("Weapon " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local weapon = tb.WeaponClasses[value]<br />
if weapon ~= nil and weapon:isValid() then<br />
table.insert(zoomAllowedWeapons, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified weapon class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function addRestrictedWeaponClass(value)<br />
if isAllIdent(value) then<br />
zoomRestrictedWeapons = {}<br />
zoomRestrictedWeapons[1] = value<br />
return false<br />
end<br />
if zoomRestrictedWeapons[1] == nil or not isAllIdent(zoomRestrictedWeapons[1]) then<br />
<br />
if indexOf(zoomRestrictedWeapons,value) ~= nil then<br />
ba.warning("Weapon " .. value .. " was specified more than once. Skipping...")<br />
return false<br />
end<br />
<br />
local weapon = tb.WeaponClasses[value]<br />
if weapon ~= nil and weapon:isValid() then<br />
table.insert(zoomRestrictedWeapons, value)<br />
<br />
useWeaponEnd = false<br />
<br />
return true<br />
else<br />
ba.warning("Specified weapon class '" .. value .. "' does not exist.")<br />
return false<br />
end<br />
end<br />
end<br />
<br />
local function parseLine(line)<br />
if line == nil or line == "" then -- Check if this line needs to be parsed<br />
return<br />
end<br />
<br />
line = trim(line)<br />
<br />
local comm_s, comm_e = line:find("--",1,true) <br />
if comm_s ~= nil then<br />
line = line:sub(1,(comm_s - 1))<br />
end<br />
if line == "" then -- was the line fully commented away?<br />
return -- Nothing to be done...<br />
end<br />
local key_s, key_e = line:find(":",1,true)<br />
local val_s, val_e = line:find(".",key_e + 1)<br />
<br />
if key_s == nil then -- malformatted line<br />
return "Malformatted line: " .. line .. "\nSkipping..."<br />
end<br />
<br />
local keyword = line:sub(1,(key_e - 1))<br />
<br />
if val_s == nil then -- Maybe we_ve got a digit value<br />
-- We have no value<br />
return "Keyword '" .. keyword .. "' hasn't specified a value. Skipping..."<br />
end<br />
<br />
keyword = keyword:lower() -- make the keyword lowercase<br />
<br />
local val = line:sub(val_s, line:len())<br />
<br />
if val ~= nil then<br />
val = trim(val)<br />
keyword = trim(keyword)<br />
local setFunc = getSetFunc(keyword)<br />
if setFunc == nil then<br />
return "Unknown keyword: '" .. keyword .. "'"<br />
end<br />
setFunc(val)<br />
else<br />
return nil<br />
end<br />
end<br />
<br />
local function initSetTable()<br />
setTable = {}<br />
setTable["Zoom Factor"]=<br />
function(value) <br />
local val = tonumber(value)<br />
if val == nil then<br />
return<br />
ba.warning("Non numeric value given to 'Zoom Factor'. Skipping...")<br />
end<br />
zoomValue = val<br />
end<br />
<br />
setTable["Transition Time"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Transition Time'. Skipping...")<br />
return<br />
end<br />
transitionTime = val<br />
end<br />
<br />
setTable["Sensitivity"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Sensitivity'. Skipping...")<br />
return<br />
end<br />
sensitivity = val<br />
end<br />
<br />
setTable["Allowed Ship Class"]=addAllowedShipClass<br />
<br />
setTable["Restricted Ship Class"]=addRestrictedShipClass<br />
<br />
setTable["Allowed Weapon Class"]=addAllowedWeaponClass<br />
<br />
setTable["Restricted Weapon Class"]=addRestrictedWeaponClass<br />
<br />
setTable["Linked Zoom"]=<br />
function(value)<br />
local yesKey = "yes"<br />
value = value:lower()<br />
if value == yesKey then<br />
linkedZoom = true<br />
else<br />
linkedZoom = false<br />
end<br />
end<br />
<br />
setTable["Key"]=<br />
function(key)<br />
if key == nil then<br />
ba.warning("Invalid value given for 'Key'. Skipping...")<br />
return<br />
end<br />
zoomKey = key<br />
end<br />
<br />
setTable["Zoom Lock Key"]=<br />
function(key)<br />
if key == nil then<br />
ba.warning("Invalid value given for 'Zoom Lock Key'. Skipping...")<br />
return<br />
end<br />
zoomLockKey = key<br />
end<br />
<br />
setTable["Progress Offset X"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Offset X'. Skipping...")<br />
return<br />
end<br />
offset_x = val<br />
end<br />
<br />
setTable["Progress Offset Y"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Offset >'. Skipping...")<br />
return<br />
end<br />
offset_Y = val<br />
end<br />
<br />
setTable["Progress Height"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Height'. Skipping...")<br />
return<br />
end<br />
heigth = val<br />
end<br />
<br />
setTable["Progress Width"]=<br />
function(value)<br />
local val = tonumber(value)<br />
if val == nil then<br />
ba.warning("Non numeric value given to 'Progress Width'. Skipping...")<br />
return<br />
end<br />
width = val<br />
end<br />
<br />
setTable["Weapon End"]=<br />
function(val)<br />
if val == nil then<br />
ba.warning("Invalid value given to 'Weapon End'!")<br />
return<br />
end <br />
weaponEnd = val<br />
useWeaponEnd = true<br />
end<br />
<br />
end<br />
<br />
local function readConfig()<br />
if cf.fileExists(configFile, "data/config", true) then<br />
local config = cf.openFile(configFile)<br />
if config:isValid() then<br />
initSetTable()<br />
local lineNumber = 0<br />
local parse = true<br />
while parse do<br />
lineNumber = lineNumber + 1<br />
local line = getNextLine(config)<br />
if line == nil then<br />
parse = false<br />
break<br />
end<br />
local error = parseLine(line) -- parse the found line<br />
if error ~= nil then<br />
ba.warning(configFile .. " [" .. tostring(lineNumber) .. "] : " .. error)<br />
end<br />
end<br />
else<br />
ba.warning("Handle to config file is invalid. Is the file readable?")<br />
end<br />
else<br />
ba.warning("No config file found. Returning to default")<br />
end<br />
end<br />
<br />
-------------------------------------------------------------<br />
------these functions will be use for the FRED interface-----<br />
-------------------------------------------------------------<br />
<br />
function z_zoomIn()<br />
if defaultZoomSet and cam:isValid() then<br />
cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely<br />
end<br />
fredOverride = true<br />
zoomIn()<br />
end<br />
<br />
function z_zoomOut()<br />
fredOverride = false<br />
zoomOut()<br />
end<br />
<br />
function z_alS(ship)<br />
if addAllowedShipClass(ship) then<br />
table.insert(zoomTempAllowedShip, ship)<br />
end<br />
end<br />
<br />
function z_alW(weapon)<br />
if addAllowedWeaponClass(weapon) then<br />
table.insert(zoomTempAllowedWeapon, weapon)<br />
end<br />
end<br />
<br />
function z_reS(ship)<br />
if addRestrictedShipClass(ship) then<br />
table.insert(zoomTempRestrictedShip, ship)<br />
end<br />
end<br />
<br />
function z_reW(weapon)<br />
if addRestrictedWeaponClass(weapon) then<br />
table.insert(zoomTempRestrictedWeapon, weapon)<br />
end<br />
end<br />
<br />
<br />
-------------------------------------------------------------<br />
------ defining functions used in the script ------<br />
-------------------------------------------------------------<br />
function removeTemps()<br />
for i,v in ipairs(zoomTempAllowedShip) do<br />
index = indexOf(zoomAllowedShips,v)<br />
if index ~= nil then<br />
zoomAllowedShips[index]=nil<br />
end<br />
end<br />
<br />
for i,v in ipairs(zoomTempRestrictedShip) do<br />
index = indexOf(zoomRestrictedShips,v)<br />
if index ~= nil then<br />
zoomRestrictedShips[index]=nil<br />
end<br />
end<br />
<br />
for i,v in ipairs(zoomTempAllowedWeapon) do<br />
index = indexOf(zoomAllowedWeapons,v)<br />
if index ~= nil then<br />
zoomAllowedWeapons[index]=nil<br />
end<br />
end<br />
<br />
for i,v in ipairs(zoomTempRestrictedWeapon) do<br />
index = indexOf(zoomRestrictedWeapons,v)<br />
if index ~= nil then<br />
zoomRestrictedWeapons[index]=nil<br />
end<br />
end<br />
end<br />
<br />
local function checkTables(allTbl, restrTbl, checkHandle)<br />
if checkHandle == nil then<br />
return false<br />
end<br />
if allTbl ~= nil and restrTbl ~= nil then <br />
if isAllIdent(allTbl[1]) then<br />
if #restrTbl > 0 then<br />
if isAllIdent(restrTbl[1]) then<br />
return true<br />
end<br />
end<br />
for i,v in ipairs(restrTbl) do<br />
if checkHandle.Name == v then<br />
return false<br />
end<br />
end<br />
return true<br />
elseif isAllIdent(restrTbl[1]) then<br />
if #allTbl > 0 then<br />
if isAllIdent(allTbl[1]) then<br />
return true<br />
end<br />
end<br />
for i,v in ipairs(allTbl) do<br />
if checkHandle.Name == v then<br />
return true<br />
end<br />
end<br />
return false<br />
else<br />
local allowed = false<br />
for i,v in ipairs(allTbl) do<br />
if checkHandle.Name == v then<br />
allowed = true<br />
break<br />
end<br />
end<br />
for i,v in ipairs(restrTbl) do<br />
if checkHandle.Name == v then<br />
allowed = false<br />
break<br />
end<br />
end<br />
return allowed<br />
end<br />
end<br />
return true<br />
end<br />
<br />
function zoom_isAllowedShip(shipClass)<br />
if useWeaponEnd then<br />
return true<br />
else<br />
return checkTables(zoomAllowedShips,zoomRestrictedShips,shipClass)<br />
end<br />
end<br />
<br />
function zoom_isAllowedWeapon(weaponClass)<br />
if useWeaponEnd then<br />
local name = weaponClass.Name<br />
local start = name:find("#", 0, true)<br />
if not start then<br />
return false<br />
end<br />
local substr = name:sub(start + 1, name:len())<br />
<br />
return substr:lower() == weaponEnd:lower()<br />
else<br />
return checkTables(zoomAllowedWeapons,zoomRestrictedWeapons,weaponClass)<br />
end<br />
end<br />
<br />
function getProgressString() <br />
local progressString = "Zooming"<br />
if zoomingIn then<br />
progressString = progressString .. " in:"<br />
elseif zoomingOut then<br />
progressString = progressString .. " out:"<br />
elseif zoomedIn then<br />
progressString = "Zoomed in:"<br />
elseif zoomedOut then<br />
progressString = "Zoomed out:"<br />
else<br />
progressString = "Zoomed:"<br />
end<br />
return progressString<br />
end<br />
<br />
function handleControls()<br />
if zoomingIn or zoomedIn then<br />
if currentProgr > 0 then<br />
local tempSensValue = sensitivity * 100 / currentProgr<br />
<br />
if tempSensValue <= 1 then<br />
local ci = ba.getControlInfo()<br />
ci.Pitch = ci.Pitch * tempSensValue<br />
ci.Heading = ci.Heading * tempSensValue<br />
ci.Bank = ci.Bank * tempSensValue<br />
end<br />
end<br />
end<br />
end<br />
<br />
function isAllowedToZoom()<br />
local allowedShip = zoom_isAllowedShip(hv.Player.Class)<br />
<br />
local allowedWeapon = true<br />
local primWeaponBank = hv.Player.PrimaryBanks<br />
if not linkedZoom and primWeaponBank.Linked then<br />
allowedWeapon = false<br />
else<br />
for i=0, #primWeaponBank do<br />
local v = primWeaponBank[i]<br />
if v.Armed then<br />
if zoom_isAllowedWeapon(tb.WeaponClasses[v.WeaponClass.Name]) then<br />
allowedWeapon = true<br />
break<br />
else<br />
allowedWeapon = false<br />
end<br />
end<br />
end<br />
if (allowedWeapon and not useWeaponEnd) or (useWeaponEnd and not allowedWeapon) then<br />
local secWeaponBank = hv.Player.SecondaryBanks<br />
for i=0, #secWeaponBank do<br />
local v = secWeaponBank[i]<br />
if v.Armed then<br />
if zoom_isAllowedWeapon(tb.WeaponClasses[v.WeaponClass.Name]) then<br />
allowedWeapon = true<br />
break<br />
else<br />
allowedWeapon = false<br />
end<br />
end<br />
end<br />
end<br />
end<br />
<br />
return allowedShip and allowedWeapon<br />
end<br />
<br />
function zoomIn()<br />
if not cam or not cam:isValid() then<br />
for i=1,#gr.Cameras do<br />
if gr.Cameras[i].Name == "Main camera" then -- There is no better method than this :(<br />
cam = gr.Cameras[i]<br />
break<br />
end<br />
end<br />
end<br />
<br />
if not zooming then<br />
if hv.Player:isValid() then<br />
if cam ~= nil and cam:isValid() then<br />
if isAllowedToZoom() then<br />
if currentProgr > 0 and currentProgr < 100 then<br />
stepWidth = width / currentProgr -- Setting the stepWidth in case the zoom may not have been completed<br />
end<br />
<br />
zoomEndProgress = 100<br />
<br />
zooming = true<br />
<br />
zoomingIn = true<br />
zoomedIn = false<br />
zoomedOut = false<br />
zoomingOut = false<br />
<br />
if not defaultZoomSet then<br />
normalFOV = cam.FOV<br />
defaultZoomSet = true<br />
end<br />
zoom = normalFOV * zoomValue<br />
<br />
ba.setControlMode(LUA_FULL_CONTROLS)<br />
<br />
cam:setFOV(zoom,transitionTime,transitionTime / 2,transitionTime / 4)<br />
end<br />
end<br />
end<br />
end<br />
end<br />
<br />
function zoomOut()<br />
if zooming and not zoomOutOverride then<br />
if hv.Player:isValid() then<br />
if cam ~= nil and cam:isValid() then<br />
<br />
stepWidth = width / 100<br />
<br />
zoomingIn = false<br />
zoomingOut = true<br />
zoomedIn = false<br />
zoomedOut = false<br />
<br />
if currentProgr > 0 then<br />
zoomEndProgress = currentProgr -- Save the progress we made as we begin to zoom back<br />
end<br />
<br />
cam:setFOV(normalFOV,transitionTime,transitionTime / 2,transitionTime / 4)<br />
<br />
ba.setControlMode(NORMAL_CONTROLS)<br />
<br />
fredOverride = false<br />
end<br />
end<br />
end<br />
end<br />
<br />
function drawProgress()<br />
progressString = getProgressString()<br />
<br />
gr.setColor(0,255,0)<br />
<br />
local stringWidth = gr.getStringWidth(progressString);<br />
gr.drawString(progressString,30,70)<br />
<br />
local realOffset_x = offset_x + stringWidth + 10<br />
gr.drawRectangle(realOffset_x, offset_y,realOffset_x + width, offset_y + heigth, zoomedIn)<br />
local frameTime = ba.getFrametime()<br />
<br />
local progressLineOffset_x = realOffset_x + stepWidth * currentProgr<br />
gr.drawLine(progressLineOffset_x, offset_y, progressLineOffset_x, offset_y + heigth)<br />
<br />
if not isAllowedToZoom() and not zoomOutOverride then<br />
if zoomingIn or zoomedIn then<br />
zoomOut()<br />
zoomOutOverride = true<br />
end<br />
end<br />
<br />
local thisFrameProg = (frameTime / transitionTime) * zoomEndProgress<br />
if zoomingIn then<br />
currentProgr = currentProgr + thisFrameProg<br />
if currentProgr >= 100 then<br />
currentProgr = 100<br />
zoomingIn = false<br />
zoomedIn = true<br />
end<br />
elseif zoomingOut then<br />
currentProgr = currentProgr - thisFrameProg<br />
if currentProgr <= 0 then<br />
currentProgr = 0<br />
zoomOutOverride = false<br />
zoomedOut = true<br />
zoomingOut = false<br />
zooming = false<br />
end<br />
end<br />
end<br />
<br />
local function init() <br />
if useConfig then<br />
readConfig() -- read the config file if exists<br />
end<br />
end<br />
<br />
local function initVars() <br />
-- Some things to tell the script to do something and some default values<br />
useConfig = true<br />
<br />
zoomValue = 0.1<br />
normalFOV = 0.75<br />
transitionTime = 2<br />
zooming = false<br />
defaultZoomSet = false<br />
configFile = "zoom_config.cfg"<br />
zoomOutOverride = false<br />
linkedZoom = true<br />
zoomKey = "d"<br />
zoomLockKey = nil<br />
<br />
fredOverride = false<br />
<br />
lockedZoom = false<br />
<br />
-- Setting the values to be used in the $On Frame: hook<br />
currentProgr = 0<br />
zoomEndProgress = 100<br />
<br />
zoomingIn = false<br />
zoomedIn = false<br />
<br />
zoomingOut = false<br />
zoomedOut = true<br />
<br />
-- Constants for drawing the progress<br />
offset_x = 30<br />
offset_y = 70<br />
heigth = 8<br />
width = 80<br />
<br />
stepWidth = width / 100<br />
<br />
-- Settings for the sensitivity<br />
sensitivity = 0.25<br />
<br />
-- The camera which is used for zooming (is initialized in the first $Key Pressed: hook)<br />
cam = nil<br />
<br />
-- Tables that hold the allowed/restricted informations<br />
-- Ships<br />
zoomAllowedShips = {"**all**"}<br />
zoomTempAllowedShip = {}<br />
<br />
zoomRestrictedShips = {}<br />
zoomTempRestrictedShip = {}<br />
<br />
-- Weapons<br />
zoomAllowedWeapons = {"**all**"}<br />
zoomTempAllowedWeapon = {} <br />
<br />
zoomRestrictedWeapons = {}<br />
zoomTempRestrictedWeapon = {}<br />
<br />
-- or the equal weapon-postfix method<br />
weaponEnd = "zoom"<br />
useWeaponEnd = false<br />
end<br />
<br />
function resetZoomScript()<br />
-- Reset camera in use...<br />
cam = nil<br />
end<br />
<br />
-- Initialize the global variables<br />
initVars()<br />
<br />
-- Initialize the rest<br />
init()<br />
<br />
ba.print("Zoom Script initialized!\n")<br />
</pre><br />
<br />
Then create the file '''zoom_KeyDn.lua''' and '''zoom_KeyUp.lua''' in your ''data/scripts'' directory and paste the following into then:<br />
<br />
'''zoom_KeyDn.lua:'''<br />
<pre><br />
if runZoomScript and not fredOverride then<br />
if zoomLockKey and hv.Key:lower() == zoomLockKey:lower() then<br />
if lockedZoom then<br />
zoomOut()<br />
lockedZoom = false<br />
return<br />
else<br />
zoomIn()<br />
lockedZoom = true<br />
return<br />
end<br />
end<br />
if hv.Key:lower() == zoomKey:lower() then<br />
zoomIn()<br />
end<br />
end<br />
</pre><br />
<br />
'''zoom_KeyUp.lua:'''<br />
<pre><br />
if runZoomScript and not fredOverride then<br />
if not lockedZoom then<br />
if hv.Key:lower() == zoomKey:lower() then<br />
zoomOut()<br />
end<br />
end<br />
end<br />
</pre><br />
<br />
After this create a file named '''zoom_config.cfg''' in your ''data/config'' directory and paste the following text into it:<br />
<pre><br />
-- Setting standard values<br />
Zoom Factor: 0.1<br />
Transition Time: 2<br />
Sensitivity: 0.25<br />
Linked Zoom: YES<br />
Key: d<br />
Zoom Lock Key: Alt-d<br />
<br />
-- Displaying Values<br />
Progress Offset X: 30<br />
Progress Offset Y: 70<br />
Progress Height: 8<br />
Progress Width: 80<br />
<br />
-- Setting ship class options<br />
Allowed Ship Class: **all**<br />
<br />
-- Setting weapon class options<br />
Allowed Weapon Class: **all**<br />
<br />
-- Now weapons with #zoom in the end will be allowed to zoom<br />
-- Uncomment this line to enable this behavior<br />
-- Weapon End: zoom<br />
</pre><br />
<br />
[[Category:Scripting Examples|Zoom]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=42655Hud gauges.tbl2013-07-31T12:49:24Z<p>Talon1024: /* +Custom: */ I'm a perfectionist</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
=====Canvas Size:=====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display. The smaller this number is, the larger the gauge will appear on the cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Offset:=====<br />
The position of the canvas on the cockpit display texture<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Size:=====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=42654Hud gauges.tbl2013-07-31T12:48:57Z<p>Talon1024: /* Y Offset: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X Offset|X Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y Offset|Y Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
=====Canvas Size:=====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display. The smaller this number is, the larger the gauge will appear on the cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Offset:=====<br />
The position of the canvas on the cockpit display texture<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Size:=====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=42653Hud gauges.tbl2013-07-31T12:48:42Z<p>Talon1024: /* X Offset: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X Offset|X Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y Offset|Y Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
=====Canvas Size:=====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display. The smaller this number is, the larger the gauge will appear on the cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Offset:=====<br />
The position of the canvas on the cockpit display texture<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Size:=====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=42612Hud gauges.tbl2013-06-28T01:07:28Z<p>Talon1024: /* +Custom: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X Offset|X Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y Offset|Y Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
=====Canvas Size:=====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display. The smaller this number is, the larger the gauge will appear on the cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Offset:=====<br />
The position of the canvas on the cockpit display texture<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Size:=====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Ships.tbl&diff=41329Ships.tbl2013-01-20T00:40:39Z<p>Talon1024: /* $Cockpit Display: */</p>
<hr />
<div>{{TableVersion|9058}}<br />
<br />
The '''ships.tbl''' defines all the ship classes used in FSO.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.<br />
*Syntax: String, either "FS1", or "Off". This defaults to the FS2 effect.}}<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Cockpit Display:===<br />
{{Table3615|<br />
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.<br />
*'''+Texture:'''<br />
*The filename of the cockpit texture to be replaced.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Offsets:'''<br />
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Size:'''<br />
* The size of the rectangle surface that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Background:'''<br />
* (Optional) Filename of the bitmap to be used as the background of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Foreground:'''<br />
* (Optional) Filename of the bitmap to be used as the foreground of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Display Name:'''<br />
* A name to be used as a reference handle.<br />
*Syntax: '''''String'''''}}<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
===$Enable Team Colors:===<br />
{{Table3615|<br />
*Enables Team Colors for a ship without setting a default color setting.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$Default Team:===<br />
{{Table3615|<br />
*Specifies the default team name to be used for coloring a ship.<br />
*None is will set the default to 'no coloring'.<br />
*Syntax: '''''String''''', name of the teams as defined in [[colors.tbl]]}}<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
*Certain default values (marked with '''X''') gain a specific multiplier based on ship radius<br />
::If the radius is less than 20 the multiplier is 1<br />
::If the radius is larger than 40 the multipler is 1.2<br />
::Otherwise it is between 1 and 1.2<br />
{{Table3610|<br />
*'''+Max Particles:'''<br />
**Default Value: 50 * '''X'''}}{{Table3613|<br />
*'''+Min Particles:'''<br />
**Default Value: 20 * '''X'''<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3 <br />
*'''+Min Radius:'''<br />
**Default Value: 0.7<br />
*'''+Max Lifetime:'''<br />
**Default Value: 1.5 * '''X'''<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.7 * '''X'''<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.2 * '''X'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*The x and y velocities are considered slide veocities<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
**Note: Setting to Zero will cause the model to disappear in mission.<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum forward (z) velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum forward (z) velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Number of seconds needed from full stop to maximum slide velocity<br />
*Note: this is applied to both slide (x and y) axiis<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Number of seconds needed from maximum slide velocity to full stop<br />
*Note: this is applied to both slide (x and y) axiis<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's attitude/facing without changing its current movement direction and speed.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Decel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Engage Time:===<br />
{{Table3615|<br />
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects}}<br />
{{Table3613|<br />
*Sets the minimum speed required for the ship to warp out for '''hyperspace''' type warpout effects}}<br />
{{Table3610|<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Accel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 80<br />
*'''+Min Particles:'''<br />
**Default Value: 40<br />
*'''+Max Radius:'''<br />
**Default Value: Ship radius * 0.015<br />
*'''+Min Radius:'''<br />
**Default Value: Ship radius * 0.005<br />
*'''+Max Lifetime:'''<br />
**Default Value: 6.0 * (1 + 0.002 * Ship radius)<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5 * (1 + 0.002 * Ship radius) <br />
*'''+Max Velocity:'''<br />
**Default Value: Speed of the propagating explosion<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 100<br />
*'''+Min Particles:'''<br />
**Default Value: 50<br />
*'''+Max Radius:'''<br />
**Default Value: 1.5<br />
*'''+Min Radius:'''<br />
**Default Value: 0.1<br />
*'''+Max Lifetime:'''<br />
**Default Value: 4.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5<br />
*'''+Max Velocity:'''<br />
**Default Value: 20.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 30<br />
*'''+Min Particles:'''<br />
**Default Value: 15<br />
*'''+Max Radius:'''<br />
**Default Value: 100.0<br />
*'''+Min Radius:'''<br />
**Default Value: 30.0<br />
*'''+Max Lifetime:'''<br />
**Default Value: 12.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 2.0<br />
*'''+Max Velocity:'''<br />
**Default Value: 350.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 50.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
===$GlideStartSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$GlideEndSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CockpitEngineSnd===<br />
{{Table3613|<br />
*Optional sound to be used for looping engine sound heard in the cockpit.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$FullThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to full power.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ZeroThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to zero power<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleUpSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when increasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleDownSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the looping sound heard when the afterburner is active<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerEngageSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the sound heard when the afterburner is engaged<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the activation of the afterburner failed<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileTrackingSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his primary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his secondary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$TargetAcquiredSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player acquires a new target<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the primary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the secondary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileEvadedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a missile has been evaded<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CargoScanningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the cargo of an object is being scanned<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
{{Table3613|<br />
*'''Defines the distortion effect for thrusters'''<br />
**'''$Thruster Bitmap Distortion:'''<br />
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap Distortion a:'''<br />
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Distortion Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion Length factor:'''<br />
***Defines the length multiplier for the thruster distortion<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion:'''<br />
***Defines whether the distortion effect is rendered for this ship.<br />
***Syntax: '''''Bool'''''}}<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''}}<br />
{{Table3615|<br />
*'''$Radar Color Image 2D:'''<br />
**Defines the color bitmap used to represent the ship on the radar screen.<br />
**Syntax: '''''Filename'''''}}<br />
{{Table3611|<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
===$Path Metadata:===<br />
{{Table3613|<br />
*Allows definition of extra metadata<br />
*Syntax: '''''String''''', name of the path as defined in the ship POF file.<br />
**Example: '''$Path Metadata: $Bay01'''<br />
====+departure rvec:====<br />
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.<br />
}}<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
:''Main article: [[Subsystem]]''<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible for the player to fly the ship<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==="no lighting"===<br />
{{Table3613|<br />
Ship will not receive lighting calculations}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Template:Table3614&diff=40932Template:Table36142012-11-04T06:43:44Z<p>Talon1024: </p>
<hr />
<div><noinclude>[[Category:Templates|Table3614]]</noinclude><br />
<div style="padding: 1px 2px 1px 2px; background-color: #1d294b; border: solid 1px #597de3; padding: 0px 4px; font-size: -1; color: #648cff">'''<font color=#4865b8>FS2 Open, 3.6.14</font>:''' {{{1}}}</div></div>Talon1024https://wiki.hard-light.net/index.php?title=Template:Table3614&diff=40931Template:Table36142012-11-04T06:43:28Z<p>Talon1024: </p>
<hr />
<div><noinclude>[[Category:Templates|Table3614]]</noinclude><br />
<div style="padding: 1px 2px 1px 2px; background-color: #1d294b; border: solid 1px #597de3; padding: 0px 4px; font-size: -1; color: #648cff">'''<font color=#597de3>FS2 Open, 3.6.14</font>:''' {{{1}}}</div></div>Talon1024https://wiki.hard-light.net/index.php?title=Template:Table3614&diff=40930Template:Table36142012-11-04T06:42:35Z<p>Talon1024: </p>
<hr />
<div><noinclude>[[Category:Templates|Table3614]]</noinclude><br />
<div style="padding: 1px 2px 1px 2px; background-color: #1d294b; border: solid 1px #597de3; padding: 0px 4px; font-size: -1; color: #4865b8">'''<font color=#597de3>FS2 Open, 3.6.14</font>:''' {{{1}}}</div></div>Talon1024https://wiki.hard-light.net/index.php?title=Template:Table3614&diff=40929Template:Table36142012-11-04T06:40:28Z<p>Talon1024: </p>
<hr />
<div><noinclude>[[Category:Templates|Table3614]]</noinclude><br />
<div style="padding: 1px 2px 1px 2px; background-color: #1d294b; border: solid 1px #597de3; padding: 0px 4px; font-size: -1; color: #425dab">'''<font color=#597de3>FS2 Open, 3.6.14</font>:''' {{{1}}}</div></div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=40812Hud gauges.tbl2012-10-16T06:01:53Z<p>Talon1024: /* Canvas Size: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X-Offset|X-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y-Offset|Y-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
=====Canvas Size:=====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display. The smaller this number is, the larger the gauge will appear on the cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
*Must be smaller than [[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
<br />
=====Display Offset:=====<br />
The position of the canvas on the cockpit display texture<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Size:=====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=40811Hud gauges.tbl2012-10-16T06:00:18Z<p>Talon1024: /* Gauge Configuration Options */ - Cockpit Target, Canvas Size, Display Offset, and Display Size were duplicated</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X-Offset|X-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y-Offset|Y-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
=====Canvas Size:=====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
*Must be smaller than [[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
<br />
=====Display Offset:=====<br />
The position of the canvas on the cockpit display texture<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
=====Display Size:=====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Ships.tbl&diff=40810Ships.tbl2012-10-16T02:52:41Z<p>Talon1024: /* $Cockpit Display: */</p>
<hr />
<div>{{TableVersion|9058}}<br />
<br />
The '''ships.tbl''' defines all the ship classes used in FSO.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.<br />
*Syntax: String, either "FS1", or "Off". This defaults to the FS2 effect.}}<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Cockpit Display:===<br />
{{Table3615|<br />
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined.<br />
*'''+Texture:'''<br />
*The filename of the cockpit texture to be replaced.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Offsets:'''<br />
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Size:'''<br />
* The size of the rectangle surface that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Background:'''<br />
* (Optional) Filename of the bitmap to be used as the background of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Foreground:'''<br />
* (Optional) Filename of the bitmap to be used as the foreground of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Display Name:'''<br />
* A name to be used as a reference handle.<br />
*Syntax: '''''String'''''}}<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
===$Enable Team Colors:===<br />
{{Table3615|<br />
*Enables Team Colors for a ship without setting a default color setting.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$Default Team:===<br />
{{Table3615|<br />
*Specifies the default team name to be used for coloring a ship.<br />
*None is will set the default to 'no coloring'.<br />
*Syntax: '''''String''''', name of the teams as defined in [[colors.tbl]]}}<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
*Certain default values (marked with '''X''') gain a specific multiplier based on ship radius<br />
::If the radius is less than 20 the multiplier is 1<br />
::If the radius is larger than 40 the multipler is 1.2<br />
::Otherwise it is between 1 and 1.2<br />
{{Table3610|<br />
*'''+Max Particles:'''<br />
**Default Value: 50 * '''X'''}}{{Table3613|<br />
*'''+Min Particles:'''<br />
**Default Value: 20 * '''X'''<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3 <br />
*'''+Min Radius:'''<br />
**Default Value: 0.7<br />
*'''+Max Lifetime:'''<br />
**Default Value: 1.5 * '''X'''<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.7 * '''X'''<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.2 * '''X'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*The x and y velocities are considered slide veocities<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
**Note: Setting to Zero will cause the model to disappear in mission.<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum forward (z) velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum forward (z) velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Number of seconds needed from full stop to maximum slide velocity<br />
*Note: this is applied to both slide (x and y) axiis<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Number of seconds needed from maximum slide velocity to full stop<br />
*Note: this is applied to both slide (x and y) axiis<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's attitude/facing without changing its current movement direction and speed.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Decel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Engage Time:===<br />
{{Table3615|<br />
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects}}<br />
{{Table3613|<br />
*Sets the minimum speed required for the ship to warp out for '''hyperspace''' type warpout effects}}<br />
{{Table3610|<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Accel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 80<br />
*'''+Min Particles:'''<br />
**Default Value: 40<br />
*'''+Max Radius:'''<br />
**Default Value: Ship radius * 0.015<br />
*'''+Min Radius:'''<br />
**Default Value: Ship radius * 0.005<br />
*'''+Max Lifetime:'''<br />
**Default Value: 6.0 * (1 + 0.002 * Ship radius)<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5 * (1 + 0.002 * Ship radius) <br />
*'''+Max Velocity:'''<br />
**Default Value: Speed of the propagating explosion<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 100<br />
*'''+Min Particles:'''<br />
**Default Value: 50<br />
*'''+Max Radius:'''<br />
**Default Value: 1.5<br />
*'''+Min Radius:'''<br />
**Default Value: 0.1<br />
*'''+Max Lifetime:'''<br />
**Default Value: 4.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5<br />
*'''+Max Velocity:'''<br />
**Default Value: 20.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 30<br />
*'''+Min Particles:'''<br />
**Default Value: 15<br />
*'''+Max Radius:'''<br />
**Default Value: 100.0<br />
*'''+Min Radius:'''<br />
**Default Value: 30.0<br />
*'''+Max Lifetime:'''<br />
**Default Value: 12.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 2.0<br />
*'''+Max Velocity:'''<br />
**Default Value: 350.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 50.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
===$GlideStartSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$GlideEndSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CockpitEngineSnd===<br />
{{Table3613|<br />
*Optional sound to be used for looping engine sound heard in the cockpit.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$FullThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to full power.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ZeroThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to zero power<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleUpSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when increasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleDownSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the looping sound heard when the afterburner is active<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerEngageSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the sound heard when the afterburner is engaged<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the activation of the afterburner failed<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileTrackingSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his primary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his secondary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$TargetAcquiredSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player acquires a new target<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the primary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the secondary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileEvadedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a missile has been evaded<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CargoScanningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the cargo of an object is being scanned<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
{{Table3613|<br />
*'''Defines the distortion effect for thrusters'''<br />
**'''$Thruster Bitmap Distortion:'''<br />
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap Distortion a:'''<br />
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Distortion Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion Length factor:'''<br />
***Defines the length multiplier for the thruster distortion<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion:'''<br />
***Defines whether the distortion effect is rendered for this ship.<br />
***Syntax: '''''Bool'''''}}<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''}}<br />
{{Table3615|<br />
*'''$Radar Color Image 2D:'''<br />
**Defines the color bitmap used to represent the ship on the radar screen.<br />
**Syntax: '''''Filename'''''}}<br />
{{Table3611|<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
===$Path Metadata:===<br />
{{Table3613|<br />
*Allows definition of extra metadata<br />
*Syntax: '''''String''''', name of the path as defined in the ship POF file.<br />
**Example: '''$Path Metadata: $Bay01'''<br />
====+departure rvec:====<br />
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.<br />
}}<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
:''Main article: [[Subsystem]]''<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible for the player to fly the ship<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==="no lighting"===<br />
{{Table3613|<br />
Ship will not receive lighting calculations}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=40809Hud gauges.tbl2012-10-16T02:48:46Z<p>Talon1024: /* Canvas Size: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X-Offset|X-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y-Offset|Y-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
====Canvas Size:====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
*Must be smaller than [[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
<br />
====Display Size:====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Cockpit Target:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Canvas Size:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Display Offset:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Display Size:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=40806Hud gauges.tbl2012-10-15T19:46:25Z<p>Talon1024: /* #Gauge Config */ - Added Display Offset: to each RTT-compatible gauge</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X-Offset|X-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y-Offset|Y-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
====Canvas Size:====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Display Size:====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Cockpit Target:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Canvas Size:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Display Offset:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Display Size:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=40801Hud gauges.tbl2012-10-15T19:37:22Z<p>Talon1024: /* +Radar: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
{{TableVersion|9018}}<br />
<br />
The '''hud_gauges.tbl''' is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).<br />
<br />
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==HUD Configurations==<br />
The following entries are used on the HUD system, but have not been grouped with any particular gauge.<br />
<br />
<br />
===$Load Retail Configuration:===<br />
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
<br />
If no, any missing (default) gauge will prompt an error.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Color:===<br />
Optional. Sets the default HUD color for all gauges.<br />
<br />
*Sytax: '''Integer''' Red, '''Integer''' Green, '''Integer''' Blue<br />
*Valid Values: all values from 0 to 255<br />
<br />
<br />
===$Font:===<br />
Optional. Sets the font type to use for the HUD.<br />
<br />
*Syntax: '''Integer''' font index number<br />
*Valid Values: Any font index as defined in [[Fonts.tbl]]<br />
<br />
<br />
===$Max Directives:===<br />
Optional. Sets the default maximum number of directives displayed simultaneously.<br />
<br />
*Syntax: '''Integer''' maximum number of directives<br />
*Valid Values: Any positive number<br />
*Default Value: '''5'''<br />
<br />
<br />
===$Max Escort Ships:===<br />
Optional. Sets the default maximum number of escort ships to be shown in the escort list.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
{{Warning|<br />
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}<br />
<br />
<br />
===$Length Unit Multiplier:===<br />
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
<br />
<br />
===$Speed Unit Multiplier:===<br />
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.<br />
<br />
*Syntax: '''Float'''<br />
*Valid Values: Any positive number<br />
*Default Values:<br />
:'''The value used in $Length Unit Multiplier''', or<br />
:'''1''', if $Length Unit Multiplier is undefined<br />
<br />
<br />
===$Wireframe Targetbox:===<br />
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).<br />
<br />
*Syntax: '''Integer''' Draw method ID<br />
*Valid Values:<br />
::'''0''' - Standard with full, bright lighting<br />
::'''1''' - Wireframe<br />
::'''2''' - Standard with proper lighting (i.e. lit the same as the actual target)<br />
{{Table3615|<br />
::'''3''' - Untextured with full bright lighting (i.e. drawn with a single flat color)}}<br />
<br />
<br />
===$Targetbox Shader Effect:===<br />
{{Table3615|<br />
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.<br />
<br />
*Syntax: '''Integer'''<br />
*Valid Values: Any positive number<br />
}}<br />
<br />
<br />
===$Lock Wireframe Mode:===<br />
Optional. If set, prevents targetbox draw method from being changed during the gaming session.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
Optional. Defines which aiming reticle to use.<br />
*Syntax: '''String'''<br />
*Valid Values: <br />
:'''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
:'''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
<br />
==#Gauge Config==<br />
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.<br />
<br />
<br />
===$Ship:===<br />
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*Syntax: '''String''', ship class name<br />
<br />
===$Ships:===<br />
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.<br />
<br />
If not defined, all following config data will be applied to all ships.<br />
<br />
*`Syntax: '''( "Class name 1" "Class name 2" )''', ship class names formatted like a flag list.<br />
<br />
====$Load Retail Configuration:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
====$Color:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]<br />
<br />
<br />
====$Font:====<br />
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]<br />
<br />
===$Base:===<br />
Defines the base resolution for this HUD configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Required Aspect:===<br />
Optional. If set, this configuration will only be loaded for the specified aspect ratios.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:"Full Screen" (4:3)<br />
:"Wide Screen" (16:9, 16:10, or similar)<br />
<br />
<br />
===$Min:===<br />
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Max:===<br />
Maximum resolution for this config. Any resolution higher than specified will not use this configuration.<br />
<br />
*Syntax: ('''Integer''' width, '''Integer''' height)<br />
*Valid Values: All supported resolutions (?)<br />
<br />
<br />
===$Gauges:===<br />
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.<br />
<br />
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.<br />
<br />
<br />
====+Custom:====<br />
Adds a custom gauge type.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Name:|Name:]]<br />
:[[Hud_gauges.tbl#Text:|Text:]]<br />
:[[Hud_gauges.tbl#X-Offset|X-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Y-Offset|Y-Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Messages:==== <br />
Adds a gauge that display mission messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)<br />
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)<br />
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)<br />
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)<br />
<br />
<br />
====+Training Messages:==== <br />
Adds a text box, like the ones seen in the FS1 and FS2 training missions.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Support:====<br />
Adds a text box that shows the Support ship's status and ETA<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)<br />
<br />
<br />
====+Damage:==== <br />
Adds a gauge that shows how much damage a target (or the player?) has.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
<br />
====+Wingman Status:==== <br />
Adds a gauge that monitors the status of your wing and squadron.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)<br />
<br />
====+Auto Speed:==== <br />
Adds the Auto-Speed mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Auto Target:==== <br />
Adds the Auto-target mode gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)<br />
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}<br />
<br />
====+Countermeasures:==== <br />
Adds a gauge that monitors the amount of remaining countermeasures the player's ship currently has.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+Talking Head:==== <br />
Adds a video window to display pilot message videos (a.k.a talking heads).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)<br />
<br />
<br />
====+Directives:==== <br />
Adds a gauge that displays all currently active directives (includes current , completed, and failed)<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)<br />
}}<br />
<br />
====+Weapons:==== <br />
Adds a weapon status and ammunition gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)<br />
<br />
====+Objective notify:====<br />
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)<br />
<br />
====+Squad Message====<br />
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)<br />
<br />
*Valid sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}<br />
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)<br />
<br />
====+Lag:==== <br />
Adds a Lag gauge.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
<br />
<br />
====+Mini Target Shields:====<br />
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]]<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]]<br />
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)<br />
<br />
<br />
====+Player Shields:==== <br />
Adds a gauge that shows the shield and hull status icon of the player's craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Target Shields:====<br />
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Escort View:====<br />
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)<br />
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}<br />
<br />
====+Mission Time:==== <br />
Adds a gauge that displays the current mission time.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Retail:====<br />
{{Table3613|<br />
Draws the three other ETS gauges as a single gauge. Will automatically rearrange itself (like retail) if shields or other systems are missing. SVN 8830<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
}}<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
{{Table3613|<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)<br />
<br />
}}<br />
<br />
<br />
====+ETS Weapons:====<br />
Adds a gauge that displays the energy transfer rate for the energy weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Engines:==== <br />
Adds a gauge that displays the energy transfer rate for the afterburner/engines.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+ETS Shields:==== <br />
Adds a gauge that displays the energy transfer rate for the shields.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)<br />
<br />
<br />
====+Target Monitor:==== <br />
Adds a target monitor gauge that shows the targeted ship's relative orientation and hull strength, among other things.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)<br />
}}<br />
<br />
====+Extra Target Data:====<br />
Adds a gauge that displays "extra" target data, such as its current orders and docking status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)<br />
<br />
<br />
====+Radar:====<br />
Adds a standard radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
====+Radar Orb:====<br />
Adds a 3D orb radar gauge<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)<br />
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)<br />
<br />
<br />
====+Radar BSG:==== <br />
Adds a BSG style radar (a.k.a DRADIS).<br />
<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)<br />
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)<br />
<br />
====+Afterburner Energy:====<br />
Adds a gauge that shows the remaining afterburner energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
<br />
<br />
====+Weapon Energy:====<br />
Adds a gauge that shows the remaining weapon energy.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)<br />
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)<br />
}}<br />
<br />
====+Text Warnings:==== <br />
Adds a gauge that warns the player (of something).<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
<br />
<br />
====+Center Reticle:==== <br />
Adds a "custom" center reticle.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)<br />
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)<br />
<br />
<br />
====+Throttle:====<br />
Adds a gauge that shows the current throttle position.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}<br />
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)<br />
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)<br />
}}<br />
<br />
====+Threat Indicator:==== <br />
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)<br />
<br />
<br />
====+Multiplayer Messages:====<br />
Adds a gauge that displays the multiplayer messages.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Voice Status:====<br />
Adds a gauge that displays the voice status.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Ping:====<br />
Adds a gauge that the ping time to the multiplayer server.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Supernova:====<br />
Adds a gauge that warns the player of an impending supernova shock wave.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Lock Indicator:====<br />
Adds a Lock Indicator gauge.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)<br />
<br />
<br />
====+Offscreen Indicator:====<br />
Adds an Offscreen Indicator.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
<br />
====+Target Brackets:====<br />
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)<br />
<br />
<br />
====+Hostile Triangle:====<br />
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Target Triangle:====<br />
Adds a gauge that points to the targeted craft, if it is currently off-screen.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Missile Triangles:====<br />
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)<br />
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)<br />
<br />
<br />
====+Lead Indicator:====<br />
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.<br />
<br />
*Valid Sub-entries:<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)<br />
<br />
<br />
====+Orientation Tee:====<br />
Adds a gauge that indicates the targeted craft's orientation in relation to the player's craft.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)<br />
<br />
<br />
====+Lead Sight:====<br />
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
<br />
====+Kills:====<br />
Adds a gauge that keeps track of how many kills the player has scored during a mission.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)<br />
<br />
====+Weapon Linking:====<br />
Adds a gauge that indicates the selected weapons and their firing rates.<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)<br />
<br />
<br />
====+Fixed Messages:====<br />
<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position]] (Optional)<br />
{{table3615|<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
}}<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
<br />
====+Flight Path Marker:====<br />
{{table3615|<br />
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}<br />
<br />
====+Warhead Count:====<br />
{{table3615|<br />
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)<br />
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)<br />
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)<br />
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)<br />
}}<br />
<br />
====+Hardpoints:====<br />
{{table3615|<br />
Draws a silhouette of the player's ship and mounted weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)<br />
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)<br />
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)<br />
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)<br />
}}<br />
<br />
====+Primary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
}}<br />
<br />
====+Secondary Weapons:====<br />
{{table3615|<br />
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].<br />
<br />
*Valid Sub-Entries:<br />
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)<br />
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)<br />
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)<br />
::[[Hud_gauges.tbl#Display Size:|Display Size:]]<br />
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)<br />
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)<br />
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)<br />
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)<br />
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)<br />
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)<br />
}}<br />
<br />
===$End Gauges===<br />
The Gauges section must end with $End Gauges. No Exceptions.<br />
<br />
==#End==<br />
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.<br />
<br />
----<br />
----<br />
<br />
==Gauge Configuration Options==<br />
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.<br />
<br />
<br />
====Position:====<br />
Defines the screen coordinates for the upper left corner of this gauge.<br />
<br />
*Syntax: '''Integer''' horizontal pixel, '''Integer''' vertical pixel position<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Cockpit Target:====<br />
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].<br />
<br />
*Syntax: '''String''' String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]<br />
<br />
====Canvas Size:====<br />
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Display Size:====<br />
The interpolated size on the cockpit display texture that the canvas will be rendered to.<br />
<br />
*Syntax: '''Integer''' width, '''Integer''' height<br />
<br />
====Color:====<br />
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Font:====<br />
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.<br />
<br />
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Name:====<br />
Defines the name of this custom gauge.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Text:====<br />
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
<br />
*Syntax: '''String'''<br />
*Max Length: 32 characters<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====X Offset:====<br />
Optional. Defines the horizontal pixel offset (from the gauge's origin as defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Y Offset:====<br />
Optional. Defines the vertical pixel offset (from the gauge's origin defined by [[Hud_gauges#Position:|Position:]]) that the Text will be displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Gauge Type:====<br />
Defines the type of gauge this is.<br />
<br />
*Syntax: '''String'''<br />
*Valid Values: Any one of the possible [[gauge types]].<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Slew:====<br />
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. (May also follow the player's head movements when using TrackIR)<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Max Lines:====<br />
Optional. Specifies the maximum number of message lines that are displayed.<br />
<br />
*Syntax: '''Integer'''<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Max Width:====<br />
Optional. Determines how long each message line may be.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Line Height:====<br />
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 12<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Total Lifetime:====<br />
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 14000 (14 seconds)<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Scroll Time:====<br />
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )<br />
<br />
*Syntax: '''Integer'''<br />
*Units: milliseconds<br />
*Default Value: 30<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Step Size:====<br />
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
*Default Value: 3<br />
<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]<br />
<br />
<br />
====Active by default:====<br />
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.<br />
<br />
*Syntax: '''Boolean'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]<br />
<br />
<br />
====Filename:====<br />
Designates the file used for this gauge's the background graphic<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]<br />
<br />
<br />
====Top Background Filename:====<br />
Optional. Designates which file to use for the top background. (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Bottom Background Filename:====<br />
Optional. Designates which file to use for the Bottom background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]<br />
<br />
<br />
====Left Background Filename:====<br />
Optional. Designates which file to use for the Left background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Right Background Filename:====<br />
Optional. Designates which file to use for the Right background (?)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Background Filename:====<br />
Optional. Designates which file to use for the Entry background<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Primary List Top Background Filename:====<br />
Optional. Designates which file to use for the Primary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Middle Background Filename:====<br />
Optional. Designates which file to use for the Primary List Middle Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Primary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Top Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Top Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Entry Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Entry Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Bottom Background Filename:====<br />
Optional. Designates which file to use for the Secondary List Bottom Background<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Dot Filename:====<br />
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)<br />
<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Header Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]<br />
<br />
<br />
====Text Y-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship Text. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Text Offsets:====<br />
Optional. Defines the screen position offsets for the text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Value Offsets:====<br />
Optional. Defines the screen position offsets for the value label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]<br />
<br />
<br />
====Dock Status X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock status. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Dock Time X-offset:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship's dock time. (?)<br />
<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]<br />
<br />
<br />
====Hull Integrity Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the Damage gauge Hull integrity textbox(?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Hull Integrity Value X-offset:====<br />
Optional. Designates the offsets from the hull integrity textbox's upper left corner for the hull integrity value. (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Top Background Height:====<br />
Optional. Designates the height of the Top background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Left Background Width:====<br />
Optional. Defines the width of the Left Background.<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Entry Width:====<br />
Optional. Defines the width of the Entry Background (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Subsystem Entry Height:====<br />
Optional. Designates the height of the Subsystem entry (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem List Start Offsets:====<br />
Optional. Designates the offsets from the gauge's upper left corner for the for the start of the Subsytem List (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Subsystem Entry Value X-offset:====<br />
Optional. Designates the horizontal offset from the Subsystem List's position (?)<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]<br />
<br />
<br />
====Single Wing Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for a single wing (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Multiple Wing Start Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for multiple wings (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Wing Name Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the Support Ship header (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Dot Offsets:====<br />
Optional. Designates the offset from the gauge's upper left corner for the All wingman status icons.<br />
*Syntax:<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 1<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 2<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 3<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 4<br />
:'''Integer''' x, '''Integer''' y ;; Wingman 5<br />
*Units: Pixels<br />
<br />
{{Warning|<br />
All 5 wingman positions must be defined}}<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Expansion Mode:====<br />
Optional. Denotes which direction (in relation to the player's wing) that the other wings should be appended to the gauge<br />
<br />
*Syntax: '''String'''<br />
*Valid Values:<br />
:*"Right" ;; Wings are added to the right of the previous wing<br />
<br />
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]<br />
<br />
<br />
====Auto Offsets:====<br />
Optional. Defines the screen coordinates for the "Auto" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Speed Offsets:====<br />
Optional. Defines the screen coordinates for the "Speed" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]<br />
<br />
<br />
====Target Offsets:====<br />
Optional. Defines the screen coordinates for the "Target" text label.<br />
<br />
*Syntax: '''Integer''' horizontal position, '''Integer''' vertical position<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]<br />
<br />
<br />
====Animation Offsets:====<br />
Optional. Defines the offsets for the animation graphics.<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====Animation Background Size:====<br />
Optional. Defines the size of the animation's background (?)<br />
<br />
*Syntax: '''Integer''' horizontal offset, '''Integer''' vertical offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]<br />
<br />
<br />
====List Start Offsets:====<br />
Optional. Defines the screen coordinate offsets for the start of the Directives list.<br />
<br />
*Syntax: '''Integer''' x, '''Integer''' y<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Entry Height:====<br />
Optional. Defines the height of each Directive<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]<br />
<br />
<br />
====Top Primary Background X-offset:====<br />
Optional. Defines the screen coordinate offset for the Top Primary Background<br />
<br />
*Syntax: '''Integer'''<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Text X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Primary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Top Secondary Frame Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary List Start Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Link X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Ammo X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Linked X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Reload X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Primary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
<br />
====Secondary Weapon Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]<br />
<br />
====3 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. >= 100%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====2 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% > hull damage% >= 10%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
<br />
====1 Digit Hull Offsets:====<br />
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% > hull damage% >= 0%)<br />
<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]<br />
<br />
====Objective Text Y-offset:====<br />
Designates the screen position offset for the Objective label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Objective Value Y-offset====<br />
Designates the screen position offset for the Objective value<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Text Y-offset:====<br />
Designates the screen position offset for the Subspace label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Subspace Value Y-offset====<br />
Designates the screen position offset for the Subspace value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Text Y-offset====<br />
Designates the screen position offset for the Red Alert label<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Red Alert Value Y-offset====<br />
Designates the screen position offset for the Red Alert value (?)<br />
<br />
*Syntax: '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]<br />
<br />
<br />
====Command X-offset:====<br />
*Syntax: '''Integer''' x offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Up Offsets:====<br />
*Syntax: '''Integer''' x offset, '''Integer''' y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
====Page Down Offsets:====<br />
*Syntax: '''Integer''' x offset, ''' Integer y offset<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]<br />
<br />
<br />
<br />
====Entry Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Entry Stagger Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Text:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Header Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====List Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Hull X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Name X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Status X-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Letter Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Top Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Bottom Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Gauge Offset:====<br />
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]<br />
<br />
<br />
====Monitor Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Viewport Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Integrity Bar Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Status Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Name Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Class Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Speed Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Hull Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Contents Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Start Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Cargo Scan Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]<br />
<br />
<br />
====Bracket Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Dock Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Order Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Time Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]<br />
<br />
<br />
====Infinity Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Long Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Short Distance Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]<br />
<br />
<br />
====Size:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XY Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====XZ YZ Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Sweep Disc Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Default Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Unknown Contact Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Cockpit Target:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Canvas Size:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Display Offset:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
=====Display Size:=====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]<br />
<br />
<br />
====Loop Volume:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Minimum Beep Delay:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]<br />
<br />
====Firepoint display:====<br />
Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint size:====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint X coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Firepoint Y coordinate multiplier:====<br />
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]<br />
<br />
<br />
====Foreground Clip Bottom Y-offset:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Width:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Foreground Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Afterburner Clip Height:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Show Background:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Max Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Min Speed Label Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Orbit Radius:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]<br />
<br />
<br />
====Arc Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Filename:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Dumbfire Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
====Lock Offsets:====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]<br />
<br />
<br />
<br />
====Lock Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
<br />
====Locked Filename:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Lock Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Locked Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]<br />
<br />
====Radius:====<br />
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.<br />
<br />
*Syntax: '''Integer'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Base:====<br />
Defines the width of the Hostile Triangle's base.<br />
<br />
*Syntax: '''Float'''<br />
*Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Triangle Height:====<br />
Defines the height of the Hostile Triangle.<br />
<br />
*Syntax: '''Float'''<br />
Default value:<br />
*Units: Pixels<br />
<br />
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]<br />
<br />
<br />
====Center Offsets:====<br />
<br />
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]<br />
<br />
<br />
====Single Primary Filename:====<br />
Designates the file to use for the primary single fire-mode.<br />
<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
<br />
====Double Primary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Filename:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Primary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Single Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Double Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Triple Secondary Offsets:====<br />
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]<br />
<br />
====Hidden By Comms Menu:====<br />
{{Table3615|<br />
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.<br />
*Syntax: '''Boolean'''<br />
*Default Value: '''false''' (messages are not visible while the comms menu is open)<br />
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}<br />
<br />
====Bottom Background Offset:====<br />
{{Table3615|<br />
Defines the vertical pixel offset added to the position of the bottom background frame.<br />
*Syntax: '''Integer''' vertical offset<br />
*Units: Pixels<br />
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=40594Weapons.tbl2012-10-06T16:12:17Z<p>Talon1024: /* +Description: */</p>
<hr />
<div>{{TableVersion|9215}}<br />
<br />
The '''weapons.tbl''' defines all of the weapon classes used in FSO.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==Introduction==<br />
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.<br />
<br />
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.<br />
<br />
<br />
<br />
==Special Case Weapons==<br />
===Beam Cannons===<br />
'''REQUIRES:'''<br />
*'''"beam"''' flag<br />
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''<br />
<br />
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]<br />
<br />
<br />
===Flak Guns===<br />
'''REQUIRES:'''<br />
*'''"flak"''' flag<br />
*'''"particle spew"''' flag<br />
*Must have inner and outer radius defined to have any effect.<br />
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )<br />
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.<br />
<br />
<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|$Name field from Ships.tbl]].<br />
*Syntax: '''''String'''''<br />
<br />
<br />
====+nocreate====<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3611|<br />
*An alternative name that can be referenced instead of $Name:<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Subtype:===<br />
{{Table3610| <br />
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).<br />
<br />
<br />
{{Note|<br />
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} <br />
<br />
<br />
*Syntax: '''''String'''''<br />
*Valid Entries: <br />
:Primary<br />
:Secondary}}<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 />
*Must be followed by '''$end_multi_text'''<br />
<br />
'''Example'''<br />
<br />
<pre><br />
XSTR(<br />
"''Standard Issue<br />
''Level 3 Hull Damage<br />
''Level 2 Shield Damage''", -1)<br />
$end_multi_text<br />
</pre><br />
<br />
===+Tech Title:===<br />
*Title of the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: XSTR('''''"String"''''', -1)<br />
<br />
<br />
===+Tech Anim:===<br />
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: '''''String''''', animation filename<br />
**Example: ''Tech_Subach_HL-7''<br />
<br />
<br />
===+Tech Description:===<br />
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]<br />
*Must be followed by '''$end_multi_text'''<br />
<br />
'''Example'''<br />
<br />
<pre><br />
XSTR(<br />
"''The Subach-Innes HL-7...''", 3245)<br />
$end_multi_text<br />
</pre><br />
<br />
===$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 />
====+Closeup_Pos:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}<br />
<br />
====+Closeup_Zoom:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians}}<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.<br />
*Syntax: '''''String''''', either "FS1", or "Off". This defaults to the FS2 effect.<br />
}}<br />
<br />
===$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 targeting view<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Detail Distance:===<br />
{{Table3613|<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Optional. If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''}}<br />
<br />
===$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===<br />
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.<br />
<br />
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.<br />
<br />
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.<br />
<br />
<br />
====@Laser Bitmap:====<br />
Defines the graphic file to be used as the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Bitmap: my_laser_bitmap<br />
</pre><br />
<br />
<br />
====@Laser Glow:====<br />
Defines the graphic file to be used for the glowmap of the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
*This file is 'multiplied' by a value between Color and Color2.<br />
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Glow: my_laser_glowmap<br />
</pre><br />
<br />
<br />
====@Laser Color:====<br />
The RGB color of the glow effect.<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Red glow effect at the start of the effect's lifetime<br />
</pre><br />
<br />
<br />
====@Laser Color2:====<br />
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color "fades" from Color to Color2 over its lifetime.<br />
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color. ''(needs confirmation)''<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color2: 0, 0, 255 ; Blue glow effect at the end of the effect's lifetime.<br />
</pre><br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Start with a Red glow effect, and fade into...<br />
@Laser Color2: 0, 0, 255 ; a Blue glow effect over the lifetime of the effect.<br />
</pre><br />
<br />
<br />
====@Laser Length:====<br />
Defines the length of the weapon effect.<br />
*This option stretches the 2D plane "away" from its origin.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Length: 1.0<br />
</pre><br />
<br />
<br />
====@Laser Head Radius:====<br />
Defines the width of the leading edge, or "head," of the weapon effect.<br />
*The edge of the 2D plane farthest away from its origin is the leading edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Head Radius: 0.75<br />
</pre><br />
<br />
<br />
====@Laser Tail Radius:====<br />
Defines the width of the trailing edge, or "tail" of the weapon effect.<br />
*The edge of the 2D plane that is closest to its origin is the trailing edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Tail Radius: 0.75<br />
</pre><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 targeting 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 />
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons <br />
*Syntax: '''''Float''''', seconds<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.<br />
<br />
'''REQUIRES:''' [[armor.tbl]]<br />
<br />
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}<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 />
{{Table3615|<br />
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}<br />
<br />
===$Arm radius:===<br />
{{Table3610|<br />
*Defines the distance from the target where the weapon will arm itself<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$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 />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions<br />
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}<br />
<br />
===$Flak Detonation Accuracy:===<br />
{{Table3615|<br />
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.<br />
*Syntax: '''''Float''''', range in meters}}<br />
<br />
===$Flak Targeting Accuracy:===<br />
{{Table3615|<br />
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.<br />
*Syntax: '''''Float''''', radius in meters}}<br />
<br />
===$Untargeted Flak Range Penalty:===<br />
{{Table3615|<br />
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.<br />
*Syntax: '''''Float''''', penalty in meters.}}<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. Damage is reduced by the square of the distance between the inner radius and outer radius. i.e. half way between inner and outer results in 1/4 damage<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$Outer Radius:===<br />
*Maximum radius at which any damage is done. See $Inner Radius for the attenuation formula.<br />
*Also defines the size of the shockwave (if shockwave speed is > 0)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$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 />
'''This option is exclusive to secondaries.'''<br />
<br />
Defines if the bolts/missiles in question is homing<br />
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).<br />
<br />
If set to NO, then following fields are not required in the table.<br />
<br />
*Syntax: '''''Boolean''''', yes or no<br />
<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 />
<br />
<br />
===='''+Turn Time:'''====<br />
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle<br />
**Syntax: '''''Float''''', seconds<br />
<br />
<br />
===='''+View Cone:'''====<br />
'''Heat-seeking missiles only'''<br />
<br />
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.<br />
*Syntax: '''''Float''''', degrees<br />
{{Table3610| Has been enabled also to aspect seekers as an option.}}<br />
<br />
<br />
===='''+Min Lock Time:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The minimum number of seconds to gain a target lock.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===='''+Lock Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
The number of pixels the aspect triangle moves per second while attempting lock-on.<br />
<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The number of pixels moved per second while attempting to catch up to the target.<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Penalty:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
Extra pixels to move after catching up. (Needs verification )<br />
**Syntax: '''''Integer''''', pixels<br />
<br />
<br />
===='''+Seeker Strength:'''====<br />
{{Table3610|<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 />
===='''+Target Lead Scaler:'''====<br />
{{Table3611|<br />
Defines the type of pursuit course the missile tries to obtain.<br />
*Values < 0 give lag pursuit, values ~ 0 give pure pursuit, values > 0 give lead pursuit.<br />
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}<br />
<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'. Does not work with player 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 />
***Max: 0.5 (Resets to default if set over 0.5)}}<br />
<br />
===$Free Flight Time:===<br />
{{Table3610|<br />
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.25}}<br />
<br />
===$Free Flight Speed:===<br />
{{Table3613|<br />
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).<br />
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.<br />
**Default: 0.25}}<br />
<br />
===$PreLaunchSnd:===<br />
{{Table3613|<br />
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
**Default: No Sound}}<br />
<br />
===+PreLaunchSnd Min Interval:===<br />
{{Table3613|<br />
*Defines Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.<br />
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.<br />
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}<br />
<br />
===$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 />
===$FlyBySnd:===<br />
*The sound this weapon makes if it narrowly misses you. -1 is no sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1<br />
<br />
<br />
===$TrackingSnd===<br />
{{Table3615|<br />
*The looping sound played when this weapon tracks a target.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$LockedSnd===<br />
{{Table3615|<br />
*The sound played when this weapon has locked onto its target.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$InFlightSnd===<br />
{{Table3615|<br />
*The looping sound played when the missile is currently flying.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+Inflight sound type'''<br />
**Specifies when the in flight sound is played.<br />
**The value can be one of the following values which are matched case-insensitively:<br />
***''''''TARGETED'''''': The sound is played when the missile tracks a target<br />
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target<br />
***''''''ALWAYS'''''': The sound is played always}}<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 />
===$Flags:===<br />
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the weapon<br />
**Example: ( "Player allowed" "in tech database" )<br />
<br />
{{Table3610|<br />
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones<br />
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.<br />
<br />
**Syntax: '''''+override'''''}}<br />
<br />
<br />
===$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 />
===$Piercing Impact Explosion:===<br />
{{Table3611|<br />
*Defines the effect used for events when weapon pierces the target<br />
*Syntax: '''''String''''', filename or ''none''}}<br />
<br />
<br />
===$Piercing Impact Radius:===<br />
{{Table3611|<br />
*Defines the base radius of the effect used for piercing weapon impacts<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles piercing the target<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Splash Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles splashing from the target (secondary piercing effects<br />
*Negative value causes the second batch or particles to splash to opposite direction<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Variance:===<br />
{{Table3611|<br />
*Defines the variance added to the particles<br />
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Life:===<br />
{{Table3611|<br />
*Defines the lifetime of the effect for single frame effects<br />
*For multiple frame effects the lifetime is the lifetime of the animation used<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Life:===<br />
{{Table3611|<br />
*Defines the number of particles released per impact<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Piercing Impact Draw Modifier:===<br />
{{Table3611|<br />
*Defines the multiplier applied to the ships piercing effect limit percentage<br />
*Syntax: '''''Float'''''}}<br />
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.<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 subsystems.<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 />
<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 targeting beam that is used to trigger SSMs. 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 />
{{Table3613|<br />
*'''IFF specific miss factors'''<br />
**Identical to the preceding entry but IFF specific. Replace the <IFF> with the name of the IFF from [[iff_defs.tbl]]<br />
**Syntax: '''''+<IFF> 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 />
{{Table3611|<br />
*'''+BeamWidth:'''<br />
**Defines the width of the beam for collision test purposes instead of using widest beam section.<br />
**Syntax: '''''Float''''<br />
*'''+Beam Flash Effect:'''<br />
**Defines the additional impact flash effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Flash Radius:'''<br />
**Defines the radius for the additional impact flash effect.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect:'''<br />
**Defines the beam piercing (bursting flames) effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Piercing Radius:'''<br />
**Defines the average radius used for the beam piercing effects.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Velocity:'''<br />
**Defines the base velocity for the piercing effects<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Splash Effect Velocity:'''<br />
**Defines the base velocity for the secondary piercing effects<br />
**Negative velocity causes the particles to move to opposite direction<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Variance:'''<br />
**Defines the variances of the particles from the main path<br />
**Values close to 0 cause minimum variance, higher values cause higher variances<br />
**Syntax: '''''Float'''''}}<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 />
:**Only needed when editing beams that already exist in other tables.<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 />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<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 />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<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 tiling factor. Second number defines the tiling 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 />
===$Pspew:===<br />
{{Table3610|<br />
*Defines a particle spew effect for the given weapon<br />
}}{{Table3613|<br />
*'''+Index:'''<br />
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.<br />
**Syntax: '''''Integer'''''<br />
*'''+Remove'''<br />
**removes spewer at +Index: (requires +index:)<br />
*'''+Type:'''<br />
**type of particle spew<br />
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''<br />
}}{{Table3610|<br />
*'''+Count:'''<br />
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)<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 />
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. <br />
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.<br />
**sparklers use this to control how fast particles move away from the spawn point, in any direction<br />
**plumes use this to set the diameter of the disk across which particles are spawned<br />
**Syntax: '''''Float'''''<br />
}}{{Table3613|<br />
*'''+Z Scale:'''<br />
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier<br />
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.<br />
**Syntax: '''''Float'''''<br />
*'''+Rotation Rate:'''<br />
**used only by helical spews, controls how many rotations per second the helix makes<br />
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''<br />
*'''+Offset:'''<br />
**position of effect with regards to the weapon center<br />
**Syntax: '''''Vector'''''<br />
*'''+Initial Velocity:'''<br />
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:<br />
**Syntax: '''''Vector'''''<br />
}}{{Table3610|<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 />
{{Table3610|<br />
*Allowed for primary weapons and secondary weapons}}<br />
<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 />
{{Table3610|<br />
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}<br />
<br />
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively<br />
<br />
===$SSM:===<br />
{{Table3610|<br />
*Defines the weapons SSM index number.<br />
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$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 />
===$Shots:===<br />
{{Table3610|<br />
*Defines the number of shots every time the weapon is fired.<br />
*Works only for primary weapons<br />
*Syntax: '''''Integer''''', number of shots}}<br />
<br />
<br />
===$decal:===<br />
{{Table3610|<br />
*Defines impact decals if they are in use<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 />
{{Table3613|<br />
*Feature removed - table parsing retained to maintain compatibility}}<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 />
===$Armor Type:===<br />
{{Table3613|<br />
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]<br />
}}<br />
<br />
===$Burst Shots:===<br />
{{Table3611|<br />
*Defines the number of shots in a burst<br />
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually<br />
**Syntax: '''''Integer'''''}}<br />
<br />
===$Burst Delay:===<br />
{{Table3611|<br />
*Defines the time in milliseconds between the shots in a burst<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Burst Flags:===<br />
{{Table3611|<br />
*Defines the flags used to define the burst firing behaviour<br />
**Syntax: ( '''''String''''' '''''String''''' ), list of flags<br />
**Available burst flags:<br />
***'''"fast firing"''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.<br />
***'''"random length"''', makes AI to fire burst of random length (from 1 to burst shots).}}<br />
<br />
<br />
===$Thruster Flame Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the modeled thruster of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the glow type effect of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Radius Factor:===<br />
{{Table3611|<br />
*Defines the radius multiplier for the thruster's glow type effect<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Substitute:===<br />
{{Table3613|<br />
*Feature causes crash to desktop when weapon is used with a turret.<br />
*Defines a pattern of ammo to substitute for primary or secondary weapons. '''$substitute:''' can be repeated any number of times. ''+period'' and ''+index'' will grow the pattern array anytime something does not fit so any whole number will be accepted. If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.<br />
**Syntax: '''''Weapon Name'''''<br />
*'''+period:'''<br />
*Substitute '''Weapon Name''' every ''period'' shots. '''Mutually exclusive with ''+index'''''<br />
**Syntax: '''''Positive Integer'''''<br />
*'''+offset:'''<br />
*Shift period pattern ''offset'' shots. '''Must be used with ''+frequency'''''<br />
**Syntax: '''''Positive Integer'''''<br />
*'''+index:'''<br />
*Substitute the '''Weapon Name''' at ''index'' in the shot pattern. '''Mutually exclusive with ''+period'''''<br />
**Syntax: '''''Positive Integer'''''<br />
}}<br />
<br />
==Weapons.tbl 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 />
==="Remote Detonate"===<br />
*Can be triggered remotely via a second press on the trigger<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. Also the AI will not try to hit fighters with it.<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 />
* Does nothing<br />
<br />
==="puncture"===<br />
*Reduces hull damage by 75%<br />
The AI will prefer these weapons for anti-subsystem use<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 />
==="untargeted heat seeker"===<br />
{{Table3611|<br />
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}<br />
<br />
==="no radius doubling"===<br />
{{Table3611|<br />
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}<br />
<br />
==="no subsystem homing"===<br />
{{Table3611|<br />
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}<br />
<br />
==="no lifeleft penalty"===<br />
{{Table3611|<br />
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}<br />
<br />
==="can be targeted"===<br />
{{Table3611|<br />
*Allows weapon to be targeted by player. Does not influence AI}}<br />
<br />
==="show on radar"===<br />
{{Table3611|<br />
*Allows weapon to be visible on the radar}}<br />
<br />
==="show friendly on radar"===<br />
{{Table3611|<br />
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}<br />
<br />
==="capital+"===<br />
{{Table3613|<br />
*Tells AI to use this weapon only on capital ships}}<br />
<br />
==="chain external model fps"===<br />
{{Table3613|<br />
*Tells game to keep switching external model firingpoints when firing}}<br />
<br />
==="external model launcher"===<br />
{{Table3613|<br />
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}<br />
<br />
==="takes blast damage"===<br />
{{Table3613|<br />
*Weapon takes damage from weapon blasts}}<br />
<br />
==="takes shockwave damage"===<br />
{{Table3613|<br />
*Weapon takes damage from shockwaves}}<br />
<br />
==="ciws"===<br />
{{Table3615|<br />
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the "take blast/shockwave damage" flags.}}<br />
<br />
==="render flak"===<br />
{{Table3615|<br />
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}<br />
<br />
==="anti-subsystem beam"===<br />
{{Table3615|<br />
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}<br />
<br />
==="no primary linking"===<br />
{{Table3615|<br />
*Primary weapons with this flag can not be linked with other weapons.}}<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 />
$Player Weapon Precedence: (<br />
"Subach HL-7"<br />
"EMP Adv." )<br />
</pre><br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=40593Weapons.tbl2012-10-06T16:12:06Z<p>Talon1024: /* +Tech Description: */</p>
<hr />
<div>{{TableVersion|9215}}<br />
<br />
The '''weapons.tbl''' defines all of the weapon classes used in FSO.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==Introduction==<br />
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.<br />
<br />
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.<br />
<br />
<br />
<br />
==Special Case Weapons==<br />
===Beam Cannons===<br />
'''REQUIRES:'''<br />
*'''"beam"''' flag<br />
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''<br />
<br />
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]<br />
<br />
<br />
===Flak Guns===<br />
'''REQUIRES:'''<br />
*'''"flak"''' flag<br />
*'''"particle spew"''' flag<br />
*Must have inner and outer radius defined to have any effect.<br />
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )<br />
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.<br />
<br />
<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|$Name field from Ships.tbl]].<br />
*Syntax: '''''String'''''<br />
<br />
<br />
====+nocreate====<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3611|<br />
*An alternative name that can be referenced instead of $Name:<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Subtype:===<br />
{{Table3610| <br />
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).<br />
<br />
<br />
{{Note|<br />
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} <br />
<br />
<br />
*Syntax: '''''String'''''<br />
*Valid Entries: <br />
:Primary<br />
:Secondary}}<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 />
$end_multi_text<br />
</pre><br />
<br />
<br />
===+Tech Title:===<br />
*Title of the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: XSTR('''''"String"''''', -1)<br />
<br />
<br />
===+Tech Anim:===<br />
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.<br />
*Syntax: '''''String''''', animation filename<br />
**Example: ''Tech_Subach_HL-7''<br />
<br />
<br />
===+Tech Description:===<br />
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]<br />
*Must be followed by '''$end_multi_text'''<br />
<br />
'''Example'''<br />
<br />
<pre><br />
XSTR(<br />
"''The Subach-Innes HL-7...''", 3245)<br />
$end_multi_text<br />
</pre><br />
<br />
===$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 />
====+Closeup_Pos:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}<br />
<br />
====+Closeup_Zoom:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians}}<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.<br />
*Syntax: '''''String''''', either "FS1", or "Off". This defaults to the FS2 effect.<br />
}}<br />
<br />
===$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 targeting view<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Detail Distance:===<br />
{{Table3613|<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Optional. If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''}}<br />
<br />
===$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===<br />
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.<br />
<br />
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.<br />
<br />
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.<br />
<br />
<br />
====@Laser Bitmap:====<br />
Defines the graphic file to be used as the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Bitmap: my_laser_bitmap<br />
</pre><br />
<br />
<br />
====@Laser Glow:====<br />
Defines the graphic file to be used for the glowmap of the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
*This file is 'multiplied' by a value between Color and Color2.<br />
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Glow: my_laser_glowmap<br />
</pre><br />
<br />
<br />
====@Laser Color:====<br />
The RGB color of the glow effect.<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Red glow effect at the start of the effect's lifetime<br />
</pre><br />
<br />
<br />
====@Laser Color2:====<br />
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color "fades" from Color to Color2 over its lifetime.<br />
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color. ''(needs confirmation)''<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color2: 0, 0, 255 ; Blue glow effect at the end of the effect's lifetime.<br />
</pre><br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Start with a Red glow effect, and fade into...<br />
@Laser Color2: 0, 0, 255 ; a Blue glow effect over the lifetime of the effect.<br />
</pre><br />
<br />
<br />
====@Laser Length:====<br />
Defines the length of the weapon effect.<br />
*This option stretches the 2D plane "away" from its origin.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Length: 1.0<br />
</pre><br />
<br />
<br />
====@Laser Head Radius:====<br />
Defines the width of the leading edge, or "head," of the weapon effect.<br />
*The edge of the 2D plane farthest away from its origin is the leading edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Head Radius: 0.75<br />
</pre><br />
<br />
<br />
====@Laser Tail Radius:====<br />
Defines the width of the trailing edge, or "tail" of the weapon effect.<br />
*The edge of the 2D plane that is closest to its origin is the trailing edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Tail Radius: 0.75<br />
</pre><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 targeting 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 />
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons <br />
*Syntax: '''''Float''''', seconds<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.<br />
<br />
'''REQUIRES:''' [[armor.tbl]]<br />
<br />
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}<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 />
{{Table3615|<br />
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}<br />
<br />
===$Arm radius:===<br />
{{Table3610|<br />
*Defines the distance from the target where the weapon will arm itself<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$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 />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions<br />
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}<br />
<br />
===$Flak Detonation Accuracy:===<br />
{{Table3615|<br />
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.<br />
*Syntax: '''''Float''''', range in meters}}<br />
<br />
===$Flak Targeting Accuracy:===<br />
{{Table3615|<br />
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.<br />
*Syntax: '''''Float''''', radius in meters}}<br />
<br />
===$Untargeted Flak Range Penalty:===<br />
{{Table3615|<br />
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.<br />
*Syntax: '''''Float''''', penalty in meters.}}<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. Damage is reduced by the square of the distance between the inner radius and outer radius. i.e. half way between inner and outer results in 1/4 damage<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$Outer Radius:===<br />
*Maximum radius at which any damage is done. See $Inner Radius for the attenuation formula.<br />
*Also defines the size of the shockwave (if shockwave speed is > 0)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$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 />
'''This option is exclusive to secondaries.'''<br />
<br />
Defines if the bolts/missiles in question is homing<br />
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).<br />
<br />
If set to NO, then following fields are not required in the table.<br />
<br />
*Syntax: '''''Boolean''''', yes or no<br />
<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 />
<br />
<br />
===='''+Turn Time:'''====<br />
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle<br />
**Syntax: '''''Float''''', seconds<br />
<br />
<br />
===='''+View Cone:'''====<br />
'''Heat-seeking missiles only'''<br />
<br />
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.<br />
*Syntax: '''''Float''''', degrees<br />
{{Table3610| Has been enabled also to aspect seekers as an option.}}<br />
<br />
<br />
===='''+Min Lock Time:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The minimum number of seconds to gain a target lock.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===='''+Lock Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
The number of pixels the aspect triangle moves per second while attempting lock-on.<br />
<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The number of pixels moved per second while attempting to catch up to the target.<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Penalty:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
Extra pixels to move after catching up. (Needs verification )<br />
**Syntax: '''''Integer''''', pixels<br />
<br />
<br />
===='''+Seeker Strength:'''====<br />
{{Table3610|<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 />
===='''+Target Lead Scaler:'''====<br />
{{Table3611|<br />
Defines the type of pursuit course the missile tries to obtain.<br />
*Values < 0 give lag pursuit, values ~ 0 give pure pursuit, values > 0 give lead pursuit.<br />
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}<br />
<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'. Does not work with player 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 />
***Max: 0.5 (Resets to default if set over 0.5)}}<br />
<br />
===$Free Flight Time:===<br />
{{Table3610|<br />
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.25}}<br />
<br />
===$Free Flight Speed:===<br />
{{Table3613|<br />
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).<br />
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.<br />
**Default: 0.25}}<br />
<br />
===$PreLaunchSnd:===<br />
{{Table3613|<br />
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
**Default: No Sound}}<br />
<br />
===+PreLaunchSnd Min Interval:===<br />
{{Table3613|<br />
*Defines Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.<br />
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.<br />
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}<br />
<br />
===$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 />
===$FlyBySnd:===<br />
*The sound this weapon makes if it narrowly misses you. -1 is no sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1<br />
<br />
<br />
===$TrackingSnd===<br />
{{Table3615|<br />
*The looping sound played when this weapon tracks a target.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$LockedSnd===<br />
{{Table3615|<br />
*The sound played when this weapon has locked onto its target.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$InFlightSnd===<br />
{{Table3615|<br />
*The looping sound played when the missile is currently flying.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+Inflight sound type'''<br />
**Specifies when the in flight sound is played.<br />
**The value can be one of the following values which are matched case-insensitively:<br />
***''''''TARGETED'''''': The sound is played when the missile tracks a target<br />
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target<br />
***''''''ALWAYS'''''': The sound is played always}}<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 />
===$Flags:===<br />
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the weapon<br />
**Example: ( "Player allowed" "in tech database" )<br />
<br />
{{Table3610|<br />
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones<br />
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.<br />
<br />
**Syntax: '''''+override'''''}}<br />
<br />
<br />
===$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 />
===$Piercing Impact Explosion:===<br />
{{Table3611|<br />
*Defines the effect used for events when weapon pierces the target<br />
*Syntax: '''''String''''', filename or ''none''}}<br />
<br />
<br />
===$Piercing Impact Radius:===<br />
{{Table3611|<br />
*Defines the base radius of the effect used for piercing weapon impacts<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles piercing the target<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Splash Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles splashing from the target (secondary piercing effects<br />
*Negative value causes the second batch or particles to splash to opposite direction<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Variance:===<br />
{{Table3611|<br />
*Defines the variance added to the particles<br />
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Life:===<br />
{{Table3611|<br />
*Defines the lifetime of the effect for single frame effects<br />
*For multiple frame effects the lifetime is the lifetime of the animation used<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Life:===<br />
{{Table3611|<br />
*Defines the number of particles released per impact<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Piercing Impact Draw Modifier:===<br />
{{Table3611|<br />
*Defines the multiplier applied to the ships piercing effect limit percentage<br />
*Syntax: '''''Float'''''}}<br />
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.<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 subsystems.<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 />
<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 targeting beam that is used to trigger SSMs. 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 />
{{Table3613|<br />
*'''IFF specific miss factors'''<br />
**Identical to the preceding entry but IFF specific. Replace the <IFF> with the name of the IFF from [[iff_defs.tbl]]<br />
**Syntax: '''''+<IFF> 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 />
{{Table3611|<br />
*'''+BeamWidth:'''<br />
**Defines the width of the beam for collision test purposes instead of using widest beam section.<br />
**Syntax: '''''Float''''<br />
*'''+Beam Flash Effect:'''<br />
**Defines the additional impact flash effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Flash Radius:'''<br />
**Defines the radius for the additional impact flash effect.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect:'''<br />
**Defines the beam piercing (bursting flames) effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Piercing Radius:'''<br />
**Defines the average radius used for the beam piercing effects.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Velocity:'''<br />
**Defines the base velocity for the piercing effects<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Splash Effect Velocity:'''<br />
**Defines the base velocity for the secondary piercing effects<br />
**Negative velocity causes the particles to move to opposite direction<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Variance:'''<br />
**Defines the variances of the particles from the main path<br />
**Values close to 0 cause minimum variance, higher values cause higher variances<br />
**Syntax: '''''Float'''''}}<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 />
:**Only needed when editing beams that already exist in other tables.<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 />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<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 />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<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 tiling factor. Second number defines the tiling 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 />
===$Pspew:===<br />
{{Table3610|<br />
*Defines a particle spew effect for the given weapon<br />
}}{{Table3613|<br />
*'''+Index:'''<br />
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.<br />
**Syntax: '''''Integer'''''<br />
*'''+Remove'''<br />
**removes spewer at +Index: (requires +index:)<br />
*'''+Type:'''<br />
**type of particle spew<br />
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''<br />
}}{{Table3610|<br />
*'''+Count:'''<br />
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)<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 />
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. <br />
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.<br />
**sparklers use this to control how fast particles move away from the spawn point, in any direction<br />
**plumes use this to set the diameter of the disk across which particles are spawned<br />
**Syntax: '''''Float'''''<br />
}}{{Table3613|<br />
*'''+Z Scale:'''<br />
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier<br />
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.<br />
**Syntax: '''''Float'''''<br />
*'''+Rotation Rate:'''<br />
**used only by helical spews, controls how many rotations per second the helix makes<br />
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''<br />
*'''+Offset:'''<br />
**position of effect with regards to the weapon center<br />
**Syntax: '''''Vector'''''<br />
*'''+Initial Velocity:'''<br />
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:<br />
**Syntax: '''''Vector'''''<br />
}}{{Table3610|<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 />
{{Table3610|<br />
*Allowed for primary weapons and secondary weapons}}<br />
<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 />
{{Table3610|<br />
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}<br />
<br />
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively<br />
<br />
===$SSM:===<br />
{{Table3610|<br />
*Defines the weapons SSM index number.<br />
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$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 />
===$Shots:===<br />
{{Table3610|<br />
*Defines the number of shots every time the weapon is fired.<br />
*Works only for primary weapons<br />
*Syntax: '''''Integer''''', number of shots}}<br />
<br />
<br />
===$decal:===<br />
{{Table3610|<br />
*Defines impact decals if they are in use<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 />
{{Table3613|<br />
*Feature removed - table parsing retained to maintain compatibility}}<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 />
===$Armor Type:===<br />
{{Table3613|<br />
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]<br />
}}<br />
<br />
===$Burst Shots:===<br />
{{Table3611|<br />
*Defines the number of shots in a burst<br />
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually<br />
**Syntax: '''''Integer'''''}}<br />
<br />
===$Burst Delay:===<br />
{{Table3611|<br />
*Defines the time in milliseconds between the shots in a burst<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Burst Flags:===<br />
{{Table3611|<br />
*Defines the flags used to define the burst firing behaviour<br />
**Syntax: ( '''''String''''' '''''String''''' ), list of flags<br />
**Available burst flags:<br />
***'''"fast firing"''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.<br />
***'''"random length"''', makes AI to fire burst of random length (from 1 to burst shots).}}<br />
<br />
<br />
===$Thruster Flame Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the modeled thruster of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the glow type effect of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Radius Factor:===<br />
{{Table3611|<br />
*Defines the radius multiplier for the thruster's glow type effect<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Substitute:===<br />
{{Table3613|<br />
*Feature causes crash to desktop when weapon is used with a turret.<br />
*Defines a pattern of ammo to substitute for primary or secondary weapons. '''$substitute:''' can be repeated any number of times. ''+period'' and ''+index'' will grow the pattern array anytime something does not fit so any whole number will be accepted. If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.<br />
**Syntax: '''''Weapon Name'''''<br />
*'''+period:'''<br />
*Substitute '''Weapon Name''' every ''period'' shots. '''Mutually exclusive with ''+index'''''<br />
**Syntax: '''''Positive Integer'''''<br />
*'''+offset:'''<br />
*Shift period pattern ''offset'' shots. '''Must be used with ''+frequency'''''<br />
**Syntax: '''''Positive Integer'''''<br />
*'''+index:'''<br />
*Substitute the '''Weapon Name''' at ''index'' in the shot pattern. '''Mutually exclusive with ''+period'''''<br />
**Syntax: '''''Positive Integer'''''<br />
}}<br />
<br />
==Weapons.tbl 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 />
==="Remote Detonate"===<br />
*Can be triggered remotely via a second press on the trigger<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. Also the AI will not try to hit fighters with it.<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 />
* Does nothing<br />
<br />
==="puncture"===<br />
*Reduces hull damage by 75%<br />
The AI will prefer these weapons for anti-subsystem use<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 />
==="untargeted heat seeker"===<br />
{{Table3611|<br />
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}<br />
<br />
==="no radius doubling"===<br />
{{Table3611|<br />
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}<br />
<br />
==="no subsystem homing"===<br />
{{Table3611|<br />
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}<br />
<br />
==="no lifeleft penalty"===<br />
{{Table3611|<br />
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}<br />
<br />
==="can be targeted"===<br />
{{Table3611|<br />
*Allows weapon to be targeted by player. Does not influence AI}}<br />
<br />
==="show on radar"===<br />
{{Table3611|<br />
*Allows weapon to be visible on the radar}}<br />
<br />
==="show friendly on radar"===<br />
{{Table3611|<br />
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}<br />
<br />
==="capital+"===<br />
{{Table3613|<br />
*Tells AI to use this weapon only on capital ships}}<br />
<br />
==="chain external model fps"===<br />
{{Table3613|<br />
*Tells game to keep switching external model firingpoints when firing}}<br />
<br />
==="external model launcher"===<br />
{{Table3613|<br />
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}<br />
<br />
==="takes blast damage"===<br />
{{Table3613|<br />
*Weapon takes damage from weapon blasts}}<br />
<br />
==="takes shockwave damage"===<br />
{{Table3613|<br />
*Weapon takes damage from shockwaves}}<br />
<br />
==="ciws"===<br />
{{Table3615|<br />
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the "take blast/shockwave damage" flags.}}<br />
<br />
==="render flak"===<br />
{{Table3615|<br />
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}<br />
<br />
==="anti-subsystem beam"===<br />
{{Table3615|<br />
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}<br />
<br />
==="no primary linking"===<br />
{{Table3615|<br />
*Primary weapons with this flag can not be linked with other weapons.}}<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 />
$Player Weapon Precedence: (<br />
"Subach HL-7"<br />
"EMP Adv." )<br />
</pre><br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=40592Weapons.tbl2012-10-06T16:11:38Z<p>Talon1024: /* +Tech Description: */</p>
<hr />
<div>{{TableVersion|9215}}<br />
<br />
The '''weapons.tbl''' defines all of the weapon classes used in FSO.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==Introduction==<br />
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.<br />
<br />
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.<br />
<br />
<br />
<br />
==Special Case Weapons==<br />
===Beam Cannons===<br />
'''REQUIRES:'''<br />
*'''"beam"''' flag<br />
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''<br />
<br />
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]<br />
<br />
<br />
===Flak Guns===<br />
'''REQUIRES:'''<br />
*'''"flak"''' flag<br />
*'''"particle spew"''' flag<br />
*Must have inner and outer radius defined to have any effect.<br />
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )<br />
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.<br />
<br />
<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|$Name field from Ships.tbl]].<br />
*Syntax: '''''String'''''<br />
<br />
<br />
====+nocreate====<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3611|<br />
*An alternative name that can be referenced instead of $Name:<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Subtype:===<br />
{{Table3610| <br />
Specifies the weapon 's subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).<br />
<br />
<br />
{{Note|<br />
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} <br />
<br />
<br />
*Syntax: '''''String'''''<br />
*Valid Entries: <br />
:Primary<br />
:Secondary}}<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 />
*'''Must be followed by $end_multi_text'''<br />
<br />
'''Example'''<br />
<br />
<pre><br />
XSTR(<br />
"''The Subach-Innes HL-7...''", 3245)<br />
$end_multi_text<br />
</pre><br />
<br />
===$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 />
====+Closeup_Pos:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}<br />
<br />
====+Closeup_Zoom:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians}}<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.<br />
*Syntax: '''''String''''', either "FS1", or "Off". This defaults to the FS2 effect.<br />
}}<br />
<br />
===$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 targeting view<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Detail Distance:===<br />
{{Table3613|<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Optional. If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''}}<br />
<br />
===$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===<br />
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player's camera with an additive texture applied to it, and may or may not have an omnilight follow it.<br />
<br />
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.<br />
<br />
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.<br />
<br />
<br />
====@Laser Bitmap:====<br />
Defines the graphic file to be used as the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Bitmap: my_laser_bitmap<br />
</pre><br />
<br />
<br />
====@Laser Glow:====<br />
Defines the graphic file to be used for the glowmap of the weapon effect.<br />
<br />
Blending type: additive<br />
<br />
*This file is 'multiplied' by a value between Color and Color2.<br />
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.<br />
<br />
Syntax: '''''String''''', filename<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Glow: my_laser_glowmap<br />
</pre><br />
<br />
<br />
====@Laser Color:====<br />
The RGB color of the glow effect.<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Red glow effect at the start of the effect's lifetime<br />
</pre><br />
<br />
<br />
====@Laser Color2:====<br />
The RGB color of the glow effect at the end of the effect's lifetime (at its maximum range).<br />
<br />
*The color is applied both to the glowmap and the omnilight that follows the effect.<br />
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color "fades" from Color to Color2 over its lifetime.<br />
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color. ''(needs confirmation)''<br />
<br />
Syntax: '''''Color''''', red, green, blue respectively, 8-bit value from 0 to 255<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color2: 0, 0, 255 ; Blue glow effect at the end of the effect's lifetime.<br />
</pre><br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Color: 255, 0, 0 ; Start with a Red glow effect, and fade into...<br />
@Laser Color2: 0, 0, 255 ; a Blue glow effect over the lifetime of the effect.<br />
</pre><br />
<br />
<br />
====@Laser Length:====<br />
Defines the length of the weapon effect.<br />
*This option stretches the 2D plane "away" from its origin.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Length: 1.0<br />
</pre><br />
<br />
<br />
====@Laser Head Radius:====<br />
Defines the width of the leading edge, or "head," of the weapon effect.<br />
*The edge of the 2D plane farthest away from its origin is the leading edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Head Radius: 0.75<br />
</pre><br />
<br />
<br />
====@Laser Tail Radius:====<br />
Defines the width of the trailing edge, or "tail" of the weapon effect.<br />
*The edge of the 2D plane that is closest to its origin is the trailing edge.<br />
Syntax: '''''Float''''', meters<br />
<br />
<br />
'''Example:'''<br />
<pre><br />
@Laser Tail Radius: 0.75<br />
</pre><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 targeting 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 />
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons <br />
*Syntax: '''''Float''''', seconds<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.<br />
<br />
'''REQUIRES:''' [[armor.tbl]]<br />
<br />
*Syntax: '''''String''''', name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}<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 />
{{Table3615|<br />
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}<br />
<br />
===$Arm radius:===<br />
{{Table3610|<br />
*Defines the distance from the target where the weapon will arm itself<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$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 />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions<br />
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}<br />
<br />
===$Flak Detonation Accuracy:===<br />
{{Table3615|<br />
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.<br />
*Syntax: '''''Float''''', range in meters}}<br />
<br />
===$Flak Targeting Accuracy:===<br />
{{Table3615|<br />
*Turret-fired flak weapons are normally firing in a cone around the target's predicted position. This parameter can be used to adjust the size of this cones' base radius. Standard is 60 meters.<br />
*Syntax: '''''Float''''', radius in meters}}<br />
<br />
===$Untargeted Flak Range Penalty:===<br />
{{Table3615|<br />
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.<br />
*Syntax: '''''Float''''', penalty in meters.}}<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. Damage is reduced by the square of the distance between the inner radius and outer radius. i.e. half way between inner and outer results in 1/4 damage<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$Outer Radius:===<br />
*Maximum radius at which any damage is done. See $Inner Radius for the attenuation formula.<br />
*Also defines the size of the shockwave (if shockwave speed is > 0)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$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 />
'''This option is exclusive to secondaries.'''<br />
<br />
Defines if the bolts/missiles in question is homing<br />
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).<br />
<br />
If set to NO, then following fields are not required in the table.<br />
<br />
*Syntax: '''''Boolean''''', yes or no<br />
<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 />
<br />
<br />
===='''+Turn Time:'''====<br />
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle<br />
**Syntax: '''''Float''''', seconds<br />
<br />
<br />
===='''+View Cone:'''====<br />
'''Heat-seeking missiles only'''<br />
<br />
This is the width of the weapon's viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile's centerline to the edge of the viewing cone.<br />
*Syntax: '''''Float''''', degrees<br />
{{Table3610| Has been enabled also to aspect seekers as an option.}}<br />
<br />
<br />
===='''+Min Lock Time:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The minimum number of seconds to gain a target lock.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===='''+Lock Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
The number of pixels the aspect triangle moves per second while attempting lock-on.<br />
<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Pixels/Sec:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
The number of pixels moved per second while attempting to catch up to the target.<br />
*Syntax: '''''Integer''''', pixels per second<br />
<br />
<br />
===='''+Catch-up Penalty:'''====<br />
'''For aspect/javelin missiles only'''<br />
<br />
Extra pixels to move after catching up. (Needs verification )<br />
**Syntax: '''''Integer''''', pixels<br />
<br />
<br />
===='''+Seeker Strength:'''====<br />
{{Table3610|<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 />
===='''+Target Lead Scaler:'''====<br />
{{Table3611|<br />
Defines the type of pursuit course the missile tries to obtain.<br />
*Values < 0 give lag pursuit, values ~ 0 give pure pursuit, values > 0 give lead pursuit.<br />
*Syntax: '''''Float''''', default for heat seekers: 0, default for aspect or javelin seekers: 1.}}<br />
<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'. Does not work with player 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 />
***Max: 0.5 (Resets to default if set over 0.5)}}<br />
<br />
===$Free Flight Time:===<br />
{{Table3610|<br />
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.25}}<br />
<br />
===$Free Flight Speed:===<br />
{{Table3613|<br />
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).<br />
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.<br />
**Default: 0.25}}<br />
<br />
===$PreLaunchSnd:===<br />
{{Table3613|<br />
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
**Default: No Sound}}<br />
<br />
===+PreLaunchSnd Min Interval:===<br />
{{Table3613|<br />
*Defines Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.<br />
*Syntax: '''''Integer''''', Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.<br />
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}<br />
<br />
===$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 />
===$FlyBySnd:===<br />
*The sound this weapon makes if it narrowly misses you. -1 is no sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1<br />
<br />
<br />
===$TrackingSnd===<br />
{{Table3615|<br />
*The looping sound played when this weapon tracks a target.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$LockedSnd===<br />
{{Table3615|<br />
*The sound played when this weapon has locked onto its target.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$InFlightSnd===<br />
{{Table3615|<br />
*The looping sound played when the missile is currently flying.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+Inflight sound type'''<br />
**Specifies when the in flight sound is played.<br />
**The value can be one of the following values which are matched case-insensitively:<br />
***''''''TARGETED'''''': The sound is played when the missile tracks a target<br />
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target<br />
***''''''ALWAYS'''''': The sound is played always}}<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 />
===$Flags:===<br />
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the weapon<br />
**Example: ( "Player allowed" "in tech database" )<br />
<br />
{{Table3610|<br />
*Can be followed by '''+override''' option in order to reset the weapon flags before parsing in the new ones<br />
*Using this option will erase all '''homing'''-related flags as well as '''swarm''', '''variable lead''', '''trail''', '''TAG''', and '''transparent''' settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.<br />
<br />
**Syntax: '''''+override'''''}}<br />
<br />
<br />
===$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 />
===$Piercing Impact Explosion:===<br />
{{Table3611|<br />
*Defines the effect used for events when weapon pierces the target<br />
*Syntax: '''''String''''', filename or ''none''}}<br />
<br />
<br />
===$Piercing Impact Radius:===<br />
{{Table3611|<br />
*Defines the base radius of the effect used for piercing weapon impacts<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles piercing the target<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Splash Velocity:===<br />
{{Table3611|<br />
*Defines the base velocity for the particles splashing from the target (secondary piercing effects<br />
*Negative value causes the second batch or particles to splash to opposite direction<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Variance:===<br />
{{Table3611|<br />
*Defines the variance added to the particles<br />
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Life:===<br />
{{Table3611|<br />
*Defines the lifetime of the effect for single frame effects<br />
*For multiple frame effects the lifetime is the lifetime of the animation used<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Impact Life:===<br />
{{Table3611|<br />
*Defines the number of particles released per impact<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Piercing Impact Draw Modifier:===<br />
{{Table3611|<br />
*Defines the multiplier applied to the ships piercing effect limit percentage<br />
*Syntax: '''''Float'''''}}<br />
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.<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 subsystems.<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 />
<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 targeting beam that is used to trigger SSMs. 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 />
{{Table3613|<br />
*'''IFF specific miss factors'''<br />
**Identical to the preceding entry but IFF specific. Replace the <IFF> with the name of the IFF from [[iff_defs.tbl]]<br />
**Syntax: '''''+<IFF> 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 />
{{Table3611|<br />
*'''+BeamWidth:'''<br />
**Defines the width of the beam for collision test purposes instead of using widest beam section.<br />
**Syntax: '''''Float''''<br />
*'''+Beam Flash Effect:'''<br />
**Defines the additional impact flash effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Flash Radius:'''<br />
**Defines the radius for the additional impact flash effect.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect:'''<br />
**Defines the beam piercing (bursting flames) effect for the beam.<br />
**Syntax: '''''String''''', filename<br />
*'''+Beam Piercing Radius:'''<br />
**Defines the average radius used for the beam piercing effects.<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Velocity:'''<br />
**Defines the base velocity for the piercing effects<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Splash Effect Velocity:'''<br />
**Defines the base velocity for the secondary piercing effects<br />
**Negative velocity causes the particles to move to opposite direction<br />
**Syntax: '''''Float'''''<br />
*'''+Beam Piercing Effect Variance:'''<br />
**Defines the variances of the particles from the main path<br />
**Values close to 0 cause minimum variance, higher values cause higher variances<br />
**Syntax: '''''Float'''''}}<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 />
:**Only needed when editing beams that already exist in other tables.<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 />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<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 />
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}<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 tiling factor. Second number defines the tiling 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 />
===$Pspew:===<br />
{{Table3610|<br />
*Defines a particle spew effect for the given weapon<br />
}}{{Table3613|<br />
*'''+Index:'''<br />
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.<br />
**Syntax: '''''Integer'''''<br />
*'''+Remove'''<br />
**removes spewer at +Index: (requires +index:)<br />
*'''+Type:'''<br />
**type of particle spew<br />
**Syntax: '''''String'', Default, Helix, Sparkler, Ring, or Plume '''<br />
}}{{Table3610|<br />
*'''+Count:'''<br />
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)<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 />
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. <br />
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.<br />
**sparklers use this to control how fast particles move away from the spawn point, in any direction<br />
**plumes use this to set the diameter of the disk across which particles are spawned<br />
**Syntax: '''''Float'''''<br />
}}{{Table3613|<br />
*'''+Z Scale:'''<br />
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier<br />
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.<br />
**Syntax: '''''Float'''''<br />
*'''+Rotation Rate:'''<br />
**used only by helical spews, controls how many rotations per second the helix makes<br />
**Syntax: '''''Float'', may be negative, useful for setting up 2 spews that spin in opposite directions'''<br />
*'''+Offset:'''<br />
**position of effect with regards to the weapon center<br />
**Syntax: '''''Vector'''''<br />
*'''+Initial Velocity:'''<br />
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:<br />
**Syntax: '''''Vector'''''<br />
}}{{Table3610|<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 />
{{Table3610|<br />
*Allowed for primary weapons and secondary weapons}}<br />
<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 />
{{Table3610|<br />
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}<br />
<br />
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively<br />
<br />
===$SSM:===<br />
{{Table3610|<br />
*Defines the weapons SSM index number.<br />
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$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 />
===$Shots:===<br />
{{Table3610|<br />
*Defines the number of shots every time the weapon is fired.<br />
*Works only for primary weapons<br />
*Syntax: '''''Integer''''', number of shots}}<br />
<br />
<br />
===$decal:===<br />
{{Table3610|<br />
*Defines impact decals if they are in use<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 />
{{Table3613|<br />
*Feature removed - table parsing retained to maintain compatibility}}<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 />
===$Armor Type:===<br />
{{Table3613|<br />
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]<br />
}}<br />
<br />
===$Burst Shots:===<br />
{{Table3611|<br />
*Defines the number of shots in a burst<br />
*Shots in a burst use shorter ( '''$Burst Delay:''' ) delay than usually<br />
**Syntax: '''''Integer'''''}}<br />
<br />
===$Burst Delay:===<br />
{{Table3611|<br />
*Defines the time in milliseconds between the shots in a burst<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Burst Flags:===<br />
{{Table3611|<br />
*Defines the flags used to define the burst firing behaviour<br />
**Syntax: ( '''''String''''' '''''String''''' ), list of flags<br />
**Available burst flags:<br />
***'''"fast firing"''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.<br />
***'''"random length"''', makes AI to fire burst of random length (from 1 to burst shots).}}<br />
<br />
<br />
===$Thruster Flame Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the modeled thruster of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Effect:===<br />
{{Table3611|<br />
*Defines the filename of the effect used on the glow type effect of the missile<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Thruster Glow Radius Factor:===<br />
{{Table3611|<br />
*Defines the radius multiplier for the thruster's glow type effect<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Substitute:===<br />
{{Table3613|<br />
*Feature causes crash to desktop when weapon is used with a turret.<br />
*Defines a pattern of ammo to substitute for primary or secondary weapons. '''$substitute:''' can be repeated any number of times. ''+period'' and ''+index'' will grow the pattern array anytime something does not fit so any whole number will be accepted. If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.<br />
**Syntax: '''''Weapon Name'''''<br />
*'''+period:'''<br />
*Substitute '''Weapon Name''' every ''period'' shots. '''Mutually exclusive with ''+index'''''<br />
**Syntax: '''''Positive Integer'''''<br />
*'''+offset:'''<br />
*Shift period pattern ''offset'' shots. '''Must be used with ''+frequency'''''<br />
**Syntax: '''''Positive Integer'''''<br />
*'''+index:'''<br />
*Substitute the '''Weapon Name''' at ''index'' in the shot pattern. '''Mutually exclusive with ''+period'''''<br />
**Syntax: '''''Positive Integer'''''<br />
}}<br />
<br />
==Weapons.tbl 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 />
==="Remote Detonate"===<br />
*Can be triggered remotely via a second press on the trigger<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. Also the AI will not try to hit fighters with it.<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 />
* Does nothing<br />
<br />
==="puncture"===<br />
*Reduces hull damage by 75%<br />
The AI will prefer these weapons for anti-subsystem use<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 />
==="untargeted heat seeker"===<br />
{{Table3611|<br />
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}<br />
<br />
==="no radius doubling"===<br />
{{Table3611|<br />
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}<br />
<br />
==="no subsystem homing"===<br />
{{Table3611|<br />
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}<br />
<br />
==="no lifeleft penalty"===<br />
{{Table3611|<br />
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}<br />
<br />
==="can be targeted"===<br />
{{Table3611|<br />
*Allows weapon to be targeted by player. Does not influence AI}}<br />
<br />
==="show on radar"===<br />
{{Table3611|<br />
*Allows weapon to be visible on the radar}}<br />
<br />
==="show friendly on radar"===<br />
{{Table3611|<br />
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}<br />
<br />
==="capital+"===<br />
{{Table3613|<br />
*Tells AI to use this weapon only on capital ships}}<br />
<br />
==="chain external model fps"===<br />
{{Table3613|<br />
*Tells game to keep switching external model firingpoints when firing}}<br />
<br />
==="external model launcher"===<br />
{{Table3613|<br />
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}<br />
<br />
==="takes blast damage"===<br />
{{Table3613|<br />
*Weapon takes damage from weapon blasts}}<br />
<br />
==="takes shockwave damage"===<br />
{{Table3613|<br />
*Weapon takes damage from shockwaves}}<br />
<br />
==="ciws"===<br />
{{Table3615|<br />
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the "take blast/shockwave damage" flags.}}<br />
<br />
==="render flak"===<br />
{{Table3615|<br />
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}<br />
<br />
==="anti-subsystem beam"===<br />
{{Table3615|<br />
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}<br />
<br />
==="no primary linking"===<br />
{{Table3615|<br />
*Primary weapons with this flag can not be linked with other weapons.}}<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 />
$Player Weapon Precedence: (<br />
"Subach HL-7"<br />
"EMP Adv." )<br />
</pre><br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Controlconfigdefaults.tbl&diff=39411Controlconfigdefaults.tbl2012-08-10T02:50:46Z<p>Talon1024: /* Squadmate Messaging */</p>
<hr />
<div>{{TableVersion|7478}}<br />
<br />
The '''controlconfigdefaults.tbl''' can be used to modify the default key bindings in FSO.<br />
<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Begins with '''#ControlConfigOverride''' and ends with '''#End'''.<br />
*Only entries that you want to change are required.<br />
*Entries not listed will be assigned to their default/hardcoded values.<br />
<br />
==$Bind Name:==<br />
*Name of the bind or action to modify the default key of.<br />
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]<br />
*Required<br />
*Syntax: '''String'''<br />
===$Key Default:===<br />
*Key to set as default<br />
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Joy Default:===<br />
*Joystick button to set as default<br />
*Optional<br />
*Syntax: '''Integer'''<br />
<br />
===$Key Mod Shift:===<br />
*Sets the key to require the Shift key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Alt:===<br />
*Sets the key to require the Alt key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Ctrl:===<br />
*Sets the key to require the Ctrl key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Category:===<br />
*Tab where the binding appears in the options menu.<br />
*Valid entries: TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Has XStr:===<br />
*Whether or not the binding has an entry in [[tstrings.tbl]]<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Type:===<br />
*Whether or not the binding needs a continuous press of the key?<br />
*Valid entries: CC_TYPE_TRIGGER, CC_TYPE_CONTINUOUS<br />
*Optional<br />
*Syntax '''String'''<br />
<br />
==Sample==<br />
This example does the following...<br />
*Sets Clear Escort List to Alt-Shift-Q<br />
*Sets Target Target's Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it's type as a trigger and sets it to not have a XString<br />
*Sets Transfer Energy from Shield to Laser to R<br />
<br />
<pre><br />
#ControlConfigOverride<br />
<br />
$Bind Name: Clear Escort List<br />
$Key Default: KEY_Q<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
<br />
$Bind Name: Target Target's Nearest Attacker<br />
$Key Default: KEY_J<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
$Key Mod Ctrl: 1<br />
$Category: SHIP_TAB<br />
$Has XStr: 0<br />
$TYPE: CC_TYPE_TRIGGER<br />
<br />
$Bind Name: Transfer Energy Shield->Laser<br />
$Key Default: KEY_R<br />
<br />
#End<br />
</pre><br />
<br />
==List of Bindings==<br />
*This is a list of all possible bindings that can be modified.<br />
*Must use the string below (without quotes).<br />
*These bindings are case-sensitive<br />
<br />
===Targeting Ships and Objects===<br />
*'Target Next Ship'<br />
*'Target Previous Ship'<br />
*'Target Next Closest Hostile Ship'<br />
*'Target Previous Closest Hostile Ship'<br />
*'Target Next Closest Friendly Ship'<br />
*'Target Previous Closest Friendly Ship'<br />
*'Target Ship in Reticle'<br />
*'Target Target's Nearest Attacker'<br />
*'Target Last Ship to Send Transmission'<br />
*'Turn Off Targeting'<br />
*'Target Closest Attacking Ship'<br />
*'Target Next Escort Ship'<br />
*'Target Closest Repair Ship'<br />
*'Target Next Uninspected Cargo'<br />
*'Target Previous Uninspected Cargo'<br />
*'Target Newest Ship in Area'<br />
*'Target Target's Target'<br />
*'Target Next Hostile Bomb or Bomber'<br />
*'Target Previous Hostile Bomb or Bomber'<br />
<br />
===Targeting Subsystems and Turrets===<br />
*'Target Subsystem in Reticle'<br />
*'Target Next Subsystem'<br />
*'Target Previous Subsystem'<br />
*'Turn Off Targeting of Subsystems'<br />
*'Target Next Live Turret'<br />
*'Target Previous Live Turret'<br />
<br />
===Weapons===<br />
*'Fire Primary Weapon'<br />
*'Fire Secondary Weapon'<br />
*'Cycle Forward Primary Weapon'<br />
*'Cycle Backward Primary Weapon'<br />
*'Cycle Secondary Weapon Bank'<br />
*'Cycle Secondary Weapon Firing Rate'<br />
*'Launch Countermeasure'<br />
<br />
===Controls===<br />
*'Forward Thrust'<br />
*'Reverse Thrust'<br />
*'Bank Left'<br />
*'Bank Right'<br />
*'Pitch Forward'<br />
*'Pitch Backward'<br />
*'Turn Left'<br />
*'Turn Right'<br />
*'Right Thrust'<br />
*'Left Thrust'<br />
*'Up Thrust'<br />
*'Down Thrust'<br />
*'Afterburner'<br />
*'Glide When Pressed'<br />
*'Bank When Pressed'<br />
*'Match Target Speed'<br />
<br />
===Throttle Control===<br />
*'Set Throttle to Zero'<br />
*'Set Throttle to Max'<br />
*'Set Throttle to One-Third'<br />
*'Set Throttle to Two-Thirds'<br />
*'Increase Throttle 5 Percent'<br />
*'Decrease Throttle 5 Percent'<br />
<br />
===HUD Controls===<br />
*'Toggle High HUD Contrast'<br />
*'Toggle HUD'<br />
*'Toggle HUD Wireframe Target View'<br />
*'Cycle Radar Range'<br />
*'Communications Menu'<br />
*'Show Nav Map<br />
*'Add Or Remove Escort'<br />
*'Clear Escort List'<br />
<br />
===Squadmate Messaging===<br />
*'Attack My Target'<br />
*'Disarm My Target'<br />
*'Disable My Target'<br />
*'Attack The Targeted Subsystem'<br />
*'Capture My Target'<br />
*'Engage Enemy'<br />
*'Form on My Wing'<br />
*'Ignore My Target'<br />
*'Protect My Target'<br />
*'Cover Me'<br />
*'Return to Base'<br />
*'Rearm Me'<br />
<br />
===Views===<br />
*'Chase View'<br />
*'External View'<br />
*'Toggle External Camera Lock'<br />
*'Free Look View'<br />
*'Current Target View'<br />
*'Increase View Distance'<br />
*'Decrease View Distance'<br />
*'Center View'<br />
*'View Up'<br />
*'View Rear'<br />
*'View Left'<br />
*'View Right<br />
*'Top-Down View'<br />
*'Target Padlock View'<br />
<br />
===ETS and Shields===<br />
*'Increase Weapon Energy'<br />
*'Decrease Weapon Energy'<br />
*'Increase Shield Energy'<br />
*'Decrease Shield Energy'<br />
*'Increase Engine Energy'<br />
*'Decrease Engine Energy'<br />
*'Equalize Energy Settings'<br />
*'Equalize Shields'<br />
*'Augment Forward Shield'<br />
*'Augment Rear Shield'<br />
*'Augment Left Shield'<br />
*'Augment Right Shield'<br />
*'Transfer Energy Laser->Shield'<br />
*'Transfer Energy Shield->Laser'<br />
<br />
===Misc===<br />
*'Enter Subspace (End Mission)'<br />
*'Increase Time Compression'<br />
*'Decrease Time Compression'<br />
*'Toggle Auto Pilot'<br />
*'Cycle Nav Points'<br />
*'Toggle Gliding'<br />
*'Toggle Auto Speed Matching'<br />
*'Toggle Auto Targetting'<br />
<br />
===Multiplayer Only===<br />
*'(Multiplayer) Message All'<br />
*'(Multiplayer) Message Friendly'<br />
*'(Multiplayer) Message Hostile'<br />
*'(Multiplayer) Message Target'<br />
*'(Multiplayer) Observer Zoom To Target'<br />
*'(Multiplayer) Toggle Network info'<br />
*'(Multiplayer) Self Destruct'<br />
<br />
==Allowed Keys==<br />
*Not all keys are checked by FSO for key bindings, so some of these may not work.<br />
*List coppied from controlsconfigcommon.cpp and edited to make readable.<br />
*Must use the string below (without quotes).<br />
*List of keys<br />
:'KEY_0'<br />
:'KEY_1'<br />
:'KEY_2'<br />
:'KEY_3'<br />
:'KEY_4'<br />
:'KEY_5'<br />
:'KEY_6'<br />
:'KEY_7'<br />
:'KEY_8'<br />
:'KEY_9'<br />
:'KEY_A'<br />
:'KEY_B'<br />
:'KEY_C'<br />
:'KEY_D'<br />
:'KEY_E'<br />
:'KEY_F'<br />
:'KEY_G'<br />
:'KEY_H'<br />
:'KEY_I'<br />
:'KEY_J'<br />
:'KEY_K'<br />
:'KEY_L'<br />
:'KEY_M'<br />
:'KEY_N'<br />
:'KEY_O'<br />
:'KEY_P'<br />
:'KEY_Q'<br />
:'KEY_R'<br />
:'KEY_S'<br />
:'KEY_T'<br />
:'KEY_U'<br />
:'KEY_V'<br />
:'KEY_W'<br />
:'KEY_X'<br />
:'KEY_Y'<br />
:'KEY_Z'<br />
:'KEY_MINUS'<br />
:'KEY_EQUAL'<br />
:'KEY_DIVIDE'<br />
:'KEY_SLASH'<br />
:'KEY_SLASH_UK'<br />
:'KEY_COMMA'<br />
:'KEY_PERIOD'<br />
:'KEY_SEMICOL'<br />
:'KEY_LBRACKET'<br />
:'KEY_RBRACKET'<br />
:'KEY_RAPOSTRO'<br />
:'KEY_LAPOSTRO'<br />
:'KEY_ESC'<br />
:'KEY_ENTER'<br />
:'KEY_BACKSP'<br />
:'KEY_TAB'<br />
:'KEY_SPACEBAR'<br />
:'KEY_NUMLOCK'<br />
:'KEY_SCROLLOCK'<br />
:'KEY_CAPSLOCK'<br />
:'KEY_LSHIFT'<br />
:'KEY_RSHIFT'<br />
:'KEY_LALT'<br />
:'KEY_RALT'<br />
:'KEY_LCTRL'<br />
:'KEY_RCTRL'<br />
:'KEY_F1'<br />
:'KEY_F2'<br />
:'KEY_F3'<br />
:'KEY_F4'<br />
:'KEY_F5'<br />
:'KEY_F6'<br />
:'KEY_F7'<br />
:'KEY_F8'<br />
:'KEY_F9'<br />
:'KEY_F10'<br />
:'KEY_F11'<br />
:'KEY_F12'<br />
:'KEY_PAD0'<br />
:'KEY_PAD1'<br />
:'KEY_PAD2'<br />
:'KEY_PAD3'<br />
:'KEY_PAD4'<br />
:'KEY_PAD5'<br />
:'KEY_PAD6'<br />
:'KEY_PAD7'<br />
:'KEY_PAD8'<br />
:'KEY_PAD9'<br />
:'KEY_PADMINUS'<br />
:'KEY_PADPLUS'<br />
:'KEY_PADPERIOD'<br />
:'KEY_PADDIVIDE'<br />
:'KEY_PADMULTIPLY'<br />
:'KEY_PADENTER'<br />
:'KEY_INSERT'<br />
:'KEY_HOME'<br />
:'KEY_PAGEUP'<br />
:'KEY_DELETE'<br />
:'KEY_END'<br />
:'KEY_PAGEDOWN'<br />
:'KEY_UP'<br />
:'KEY_DOWN'<br />
:'KEY_LEFT'<br />
:'KEY_RIGHT'<br />
:'KEY_PRINT_SCRN'<br />
:'KEY_PAUSE'<br />
:'KEY_BREAK'<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Controlconfigdefaults.tbl&diff=39410Controlconfigdefaults.tbl2012-08-10T02:50:30Z<p>Talon1024: /* Squadmate Messaging */</p>
<hr />
<div>{{TableVersion|7478}}<br />
<br />
The '''controlconfigdefaults.tbl''' can be used to modify the default key bindings in FSO.<br />
<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Begins with '''#ControlConfigOverride''' and ends with '''#End'''.<br />
*Only entries that you want to change are required.<br />
*Entries not listed will be assigned to their default/hardcoded values.<br />
<br />
==$Bind Name:==<br />
*Name of the bind or action to modify the default key of.<br />
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]<br />
*Required<br />
*Syntax: '''String'''<br />
===$Key Default:===<br />
*Key to set as default<br />
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Joy Default:===<br />
*Joystick button to set as default<br />
*Optional<br />
*Syntax: '''Integer'''<br />
<br />
===$Key Mod Shift:===<br />
*Sets the key to require the Shift key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Alt:===<br />
*Sets the key to require the Alt key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Ctrl:===<br />
*Sets the key to require the Ctrl key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Category:===<br />
*Tab where the binding appears in the options menu.<br />
*Valid entries: TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Has XStr:===<br />
*Whether or not the binding has an entry in [[tstrings.tbl]]<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Type:===<br />
*Whether or not the binding needs a continuous press of the key?<br />
*Valid entries: CC_TYPE_TRIGGER, CC_TYPE_CONTINUOUS<br />
*Optional<br />
*Syntax '''String'''<br />
<br />
==Sample==<br />
This example does the following...<br />
*Sets Clear Escort List to Alt-Shift-Q<br />
*Sets Target Target's Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it's type as a trigger and sets it to not have a XString<br />
*Sets Transfer Energy from Shield to Laser to R<br />
<br />
<pre><br />
#ControlConfigOverride<br />
<br />
$Bind Name: Clear Escort List<br />
$Key Default: KEY_Q<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
<br />
$Bind Name: Target Target's Nearest Attacker<br />
$Key Default: KEY_J<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
$Key Mod Ctrl: 1<br />
$Category: SHIP_TAB<br />
$Has XStr: 0<br />
$TYPE: CC_TYPE_TRIGGER<br />
<br />
$Bind Name: Transfer Energy Shield->Laser<br />
$Key Default: KEY_R<br />
<br />
#End<br />
</pre><br />
<br />
==List of Bindings==<br />
*This is a list of all possible bindings that can be modified.<br />
*Must use the string below (without quotes).<br />
*These bindings are case-sensitive<br />
<br />
===Targeting Ships and Objects===<br />
*'Target Next Ship'<br />
*'Target Previous Ship'<br />
*'Target Next Closest Hostile Ship'<br />
*'Target Previous Closest Hostile Ship'<br />
*'Target Next Closest Friendly Ship'<br />
*'Target Previous Closest Friendly Ship'<br />
*'Target Ship in Reticle'<br />
*'Target Target's Nearest Attacker'<br />
*'Target Last Ship to Send Transmission'<br />
*'Turn Off Targeting'<br />
*'Target Closest Attacking Ship'<br />
*'Target Next Escort Ship'<br />
*'Target Closest Repair Ship'<br />
*'Target Next Uninspected Cargo'<br />
*'Target Previous Uninspected Cargo'<br />
*'Target Newest Ship in Area'<br />
*'Target Target's Target'<br />
*'Target Next Hostile Bomb or Bomber'<br />
*'Target Previous Hostile Bomb or Bomber'<br />
<br />
===Targeting Subsystems and Turrets===<br />
*'Target Subsystem in Reticle'<br />
*'Target Next Subsystem'<br />
*'Target Previous Subsystem'<br />
*'Turn Off Targeting of Subsystems'<br />
*'Target Next Live Turret'<br />
*'Target Previous Live Turret'<br />
<br />
===Weapons===<br />
*'Fire Primary Weapon'<br />
*'Fire Secondary Weapon'<br />
*'Cycle Forward Primary Weapon'<br />
*'Cycle Backward Primary Weapon'<br />
*'Cycle Secondary Weapon Bank'<br />
*'Cycle Secondary Weapon Firing Rate'<br />
*'Launch Countermeasure'<br />
<br />
===Controls===<br />
*'Forward Thrust'<br />
*'Reverse Thrust'<br />
*'Bank Left'<br />
*'Bank Right'<br />
*'Pitch Forward'<br />
*'Pitch Backward'<br />
*'Turn Left'<br />
*'Turn Right'<br />
*'Right Thrust'<br />
*'Left Thrust'<br />
*'Up Thrust'<br />
*'Down Thrust'<br />
*'Afterburner'<br />
*'Glide When Pressed'<br />
*'Bank When Pressed'<br />
*'Match Target Speed'<br />
<br />
===Throttle Control===<br />
*'Set Throttle to Zero'<br />
*'Set Throttle to Max'<br />
*'Set Throttle to One-Third'<br />
*'Set Throttle to Two-Thirds'<br />
*'Increase Throttle 5 Percent'<br />
*'Decrease Throttle 5 Percent'<br />
<br />
===HUD Controls===<br />
*'Toggle High HUD Contrast'<br />
*'Toggle HUD'<br />
*'Toggle HUD Wireframe Target View'<br />
*'Cycle Radar Range'<br />
*'Communications Menu'<br />
*'Show Nav Map<br />
*'Add Or Remove Escort'<br />
*'Clear Escort List'<br />
<br />
===Squadmate Messaging===<br />
*'Attack My Target'<br />
*'Disarm My Target'<br />
*'Disable My Target'<br />
*'Attack The Targeted Subsystem'<br />
*'Capture My Target'<br />
*'Engage Enemy'<br />
*'Form on My Wing'<br />
*'Ignore My Target'<br />
*'Protect My Target'<br />
*'Cover Me'<br />
*'Return To Base'<br />
*'Rearm Me'<br />
<br />
===Views===<br />
*'Chase View'<br />
*'External View'<br />
*'Toggle External Camera Lock'<br />
*'Free Look View'<br />
*'Current Target View'<br />
*'Increase View Distance'<br />
*'Decrease View Distance'<br />
*'Center View'<br />
*'View Up'<br />
*'View Rear'<br />
*'View Left'<br />
*'View Right<br />
*'Top-Down View'<br />
*'Target Padlock View'<br />
<br />
===ETS and Shields===<br />
*'Increase Weapon Energy'<br />
*'Decrease Weapon Energy'<br />
*'Increase Shield Energy'<br />
*'Decrease Shield Energy'<br />
*'Increase Engine Energy'<br />
*'Decrease Engine Energy'<br />
*'Equalize Energy Settings'<br />
*'Equalize Shields'<br />
*'Augment Forward Shield'<br />
*'Augment Rear Shield'<br />
*'Augment Left Shield'<br />
*'Augment Right Shield'<br />
*'Transfer Energy Laser->Shield'<br />
*'Transfer Energy Shield->Laser'<br />
<br />
===Misc===<br />
*'Enter Subspace (End Mission)'<br />
*'Increase Time Compression'<br />
*'Decrease Time Compression'<br />
*'Toggle Auto Pilot'<br />
*'Cycle Nav Points'<br />
*'Toggle Gliding'<br />
*'Toggle Auto Speed Matching'<br />
*'Toggle Auto Targetting'<br />
<br />
===Multiplayer Only===<br />
*'(Multiplayer) Message All'<br />
*'(Multiplayer) Message Friendly'<br />
*'(Multiplayer) Message Hostile'<br />
*'(Multiplayer) Message Target'<br />
*'(Multiplayer) Observer Zoom To Target'<br />
*'(Multiplayer) Toggle Network info'<br />
*'(Multiplayer) Self Destruct'<br />
<br />
==Allowed Keys==<br />
*Not all keys are checked by FSO for key bindings, so some of these may not work.<br />
*List coppied from controlsconfigcommon.cpp and edited to make readable.<br />
*Must use the string below (without quotes).<br />
*List of keys<br />
:'KEY_0'<br />
:'KEY_1'<br />
:'KEY_2'<br />
:'KEY_3'<br />
:'KEY_4'<br />
:'KEY_5'<br />
:'KEY_6'<br />
:'KEY_7'<br />
:'KEY_8'<br />
:'KEY_9'<br />
:'KEY_A'<br />
:'KEY_B'<br />
:'KEY_C'<br />
:'KEY_D'<br />
:'KEY_E'<br />
:'KEY_F'<br />
:'KEY_G'<br />
:'KEY_H'<br />
:'KEY_I'<br />
:'KEY_J'<br />
:'KEY_K'<br />
:'KEY_L'<br />
:'KEY_M'<br />
:'KEY_N'<br />
:'KEY_O'<br />
:'KEY_P'<br />
:'KEY_Q'<br />
:'KEY_R'<br />
:'KEY_S'<br />
:'KEY_T'<br />
:'KEY_U'<br />
:'KEY_V'<br />
:'KEY_W'<br />
:'KEY_X'<br />
:'KEY_Y'<br />
:'KEY_Z'<br />
:'KEY_MINUS'<br />
:'KEY_EQUAL'<br />
:'KEY_DIVIDE'<br />
:'KEY_SLASH'<br />
:'KEY_SLASH_UK'<br />
:'KEY_COMMA'<br />
:'KEY_PERIOD'<br />
:'KEY_SEMICOL'<br />
:'KEY_LBRACKET'<br />
:'KEY_RBRACKET'<br />
:'KEY_RAPOSTRO'<br />
:'KEY_LAPOSTRO'<br />
:'KEY_ESC'<br />
:'KEY_ENTER'<br />
:'KEY_BACKSP'<br />
:'KEY_TAB'<br />
:'KEY_SPACEBAR'<br />
:'KEY_NUMLOCK'<br />
:'KEY_SCROLLOCK'<br />
:'KEY_CAPSLOCK'<br />
:'KEY_LSHIFT'<br />
:'KEY_RSHIFT'<br />
:'KEY_LALT'<br />
:'KEY_RALT'<br />
:'KEY_LCTRL'<br />
:'KEY_RCTRL'<br />
:'KEY_F1'<br />
:'KEY_F2'<br />
:'KEY_F3'<br />
:'KEY_F4'<br />
:'KEY_F5'<br />
:'KEY_F6'<br />
:'KEY_F7'<br />
:'KEY_F8'<br />
:'KEY_F9'<br />
:'KEY_F10'<br />
:'KEY_F11'<br />
:'KEY_F12'<br />
:'KEY_PAD0'<br />
:'KEY_PAD1'<br />
:'KEY_PAD2'<br />
:'KEY_PAD3'<br />
:'KEY_PAD4'<br />
:'KEY_PAD5'<br />
:'KEY_PAD6'<br />
:'KEY_PAD7'<br />
:'KEY_PAD8'<br />
:'KEY_PAD9'<br />
:'KEY_PADMINUS'<br />
:'KEY_PADPLUS'<br />
:'KEY_PADPERIOD'<br />
:'KEY_PADDIVIDE'<br />
:'KEY_PADMULTIPLY'<br />
:'KEY_PADENTER'<br />
:'KEY_INSERT'<br />
:'KEY_HOME'<br />
:'KEY_PAGEUP'<br />
:'KEY_DELETE'<br />
:'KEY_END'<br />
:'KEY_PAGEDOWN'<br />
:'KEY_UP'<br />
:'KEY_DOWN'<br />
:'KEY_LEFT'<br />
:'KEY_RIGHT'<br />
:'KEY_PRINT_SCRN'<br />
:'KEY_PAUSE'<br />
:'KEY_BREAK'<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Controlconfigdefaults.tbl&diff=39409Controlconfigdefaults.tbl2012-08-10T02:49:55Z<p>Talon1024: /* Throttle Control */</p>
<hr />
<div>{{TableVersion|7478}}<br />
<br />
The '''controlconfigdefaults.tbl''' can be used to modify the default key bindings in FSO.<br />
<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Begins with '''#ControlConfigOverride''' and ends with '''#End'''.<br />
*Only entries that you want to change are required.<br />
*Entries not listed will be assigned to their default/hardcoded values.<br />
<br />
==$Bind Name:==<br />
*Name of the bind or action to modify the default key of.<br />
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]<br />
*Required<br />
*Syntax: '''String'''<br />
===$Key Default:===<br />
*Key to set as default<br />
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Joy Default:===<br />
*Joystick button to set as default<br />
*Optional<br />
*Syntax: '''Integer'''<br />
<br />
===$Key Mod Shift:===<br />
*Sets the key to require the Shift key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Alt:===<br />
*Sets the key to require the Alt key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Ctrl:===<br />
*Sets the key to require the Ctrl key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Category:===<br />
*Tab where the binding appears in the options menu.<br />
*Valid entries: TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Has XStr:===<br />
*Whether or not the binding has an entry in [[tstrings.tbl]]<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Type:===<br />
*Whether or not the binding needs a continuous press of the key?<br />
*Valid entries: CC_TYPE_TRIGGER, CC_TYPE_CONTINUOUS<br />
*Optional<br />
*Syntax '''String'''<br />
<br />
==Sample==<br />
This example does the following...<br />
*Sets Clear Escort List to Alt-Shift-Q<br />
*Sets Target Target's Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it's type as a trigger and sets it to not have a XString<br />
*Sets Transfer Energy from Shield to Laser to R<br />
<br />
<pre><br />
#ControlConfigOverride<br />
<br />
$Bind Name: Clear Escort List<br />
$Key Default: KEY_Q<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
<br />
$Bind Name: Target Target's Nearest Attacker<br />
$Key Default: KEY_J<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
$Key Mod Ctrl: 1<br />
$Category: SHIP_TAB<br />
$Has XStr: 0<br />
$TYPE: CC_TYPE_TRIGGER<br />
<br />
$Bind Name: Transfer Energy Shield->Laser<br />
$Key Default: KEY_R<br />
<br />
#End<br />
</pre><br />
<br />
==List of Bindings==<br />
*This is a list of all possible bindings that can be modified.<br />
*Must use the string below (without quotes).<br />
*These bindings are case-sensitive<br />
<br />
===Targeting Ships and Objects===<br />
*'Target Next Ship'<br />
*'Target Previous Ship'<br />
*'Target Next Closest Hostile Ship'<br />
*'Target Previous Closest Hostile Ship'<br />
*'Target Next Closest Friendly Ship'<br />
*'Target Previous Closest Friendly Ship'<br />
*'Target Ship in Reticle'<br />
*'Target Target's Nearest Attacker'<br />
*'Target Last Ship to Send Transmission'<br />
*'Turn Off Targeting'<br />
*'Target Closest Attacking Ship'<br />
*'Target Next Escort Ship'<br />
*'Target Closest Repair Ship'<br />
*'Target Next Uninspected Cargo'<br />
*'Target Previous Uninspected Cargo'<br />
*'Target Newest Ship in Area'<br />
*'Target Target's Target'<br />
*'Target Next Hostile Bomb or Bomber'<br />
*'Target Previous Hostile Bomb or Bomber'<br />
<br />
===Targeting Subsystems and Turrets===<br />
*'Target Subsystem in Reticle'<br />
*'Target Next Subsystem'<br />
*'Target Previous Subsystem'<br />
*'Turn Off Targeting of Subsystems'<br />
*'Target Next Live Turret'<br />
*'Target Previous Live Turret'<br />
<br />
===Weapons===<br />
*'Fire Primary Weapon'<br />
*'Fire Secondary Weapon'<br />
*'Cycle Forward Primary Weapon'<br />
*'Cycle Backward Primary Weapon'<br />
*'Cycle Secondary Weapon Bank'<br />
*'Cycle Secondary Weapon Firing Rate'<br />
*'Launch Countermeasure'<br />
<br />
===Controls===<br />
*'Forward Thrust'<br />
*'Reverse Thrust'<br />
*'Bank Left'<br />
*'Bank Right'<br />
*'Pitch Forward'<br />
*'Pitch Backward'<br />
*'Turn Left'<br />
*'Turn Right'<br />
*'Right Thrust'<br />
*'Left Thrust'<br />
*'Up Thrust'<br />
*'Down Thrust'<br />
*'Afterburner'<br />
*'Glide When Pressed'<br />
*'Bank When Pressed'<br />
*'Match Target Speed'<br />
<br />
===Throttle Control===<br />
*'Set Throttle to Zero'<br />
*'Set Throttle to Max'<br />
*'Set Throttle to One-Third'<br />
*'Set Throttle to Two-Thirds'<br />
*'Increase Throttle 5 Percent'<br />
*'Decrease Throttle 5 Percent'<br />
<br />
===HUD Controls===<br />
*'Toggle High HUD Contrast'<br />
*'Toggle HUD'<br />
*'Toggle HUD Wireframe Target View'<br />
*'Cycle Radar Range'<br />
*'Communications Menu'<br />
*'Show Nav Map<br />
*'Add Or Remove Escort'<br />
*'Clear Escort List'<br />
<br />
===Squadmate Messaging===<br />
*'Attack My Target'<br />
*'Disarm My Target'<br />
*'Disable My Target'<br />
*'Attack The Targeted Subsystem'<br />
*'Capture My Target'<br />
*'Engage Enemy'<br />
*'Form On My Wing'<br />
*'Ignore My Target'<br />
*'Protect My Target'<br />
*'Cover Me'<br />
*'Return To Base'<br />
*'Rearm Me'<br />
<br />
===Views===<br />
*'Chase View'<br />
*'External View'<br />
*'Toggle External Camera Lock'<br />
*'Free Look View'<br />
*'Current Target View'<br />
*'Increase View Distance'<br />
*'Decrease View Distance'<br />
*'Center View'<br />
*'View Up'<br />
*'View Rear'<br />
*'View Left'<br />
*'View Right<br />
*'Top-Down View'<br />
*'Target Padlock View'<br />
<br />
===ETS and Shields===<br />
*'Increase Weapon Energy'<br />
*'Decrease Weapon Energy'<br />
*'Increase Shield Energy'<br />
*'Decrease Shield Energy'<br />
*'Increase Engine Energy'<br />
*'Decrease Engine Energy'<br />
*'Equalize Energy Settings'<br />
*'Equalize Shields'<br />
*'Augment Forward Shield'<br />
*'Augment Rear Shield'<br />
*'Augment Left Shield'<br />
*'Augment Right Shield'<br />
*'Transfer Energy Laser->Shield'<br />
*'Transfer Energy Shield->Laser'<br />
<br />
===Misc===<br />
*'Enter Subspace (End Mission)'<br />
*'Increase Time Compression'<br />
*'Decrease Time Compression'<br />
*'Toggle Auto Pilot'<br />
*'Cycle Nav Points'<br />
*'Toggle Gliding'<br />
*'Toggle Auto Speed Matching'<br />
*'Toggle Auto Targetting'<br />
<br />
===Multiplayer Only===<br />
*'(Multiplayer) Message All'<br />
*'(Multiplayer) Message Friendly'<br />
*'(Multiplayer) Message Hostile'<br />
*'(Multiplayer) Message Target'<br />
*'(Multiplayer) Observer Zoom To Target'<br />
*'(Multiplayer) Toggle Network info'<br />
*'(Multiplayer) Self Destruct'<br />
<br />
==Allowed Keys==<br />
*Not all keys are checked by FSO for key bindings, so some of these may not work.<br />
*List coppied from controlsconfigcommon.cpp and edited to make readable.<br />
*Must use the string below (without quotes).<br />
*List of keys<br />
:'KEY_0'<br />
:'KEY_1'<br />
:'KEY_2'<br />
:'KEY_3'<br />
:'KEY_4'<br />
:'KEY_5'<br />
:'KEY_6'<br />
:'KEY_7'<br />
:'KEY_8'<br />
:'KEY_9'<br />
:'KEY_A'<br />
:'KEY_B'<br />
:'KEY_C'<br />
:'KEY_D'<br />
:'KEY_E'<br />
:'KEY_F'<br />
:'KEY_G'<br />
:'KEY_H'<br />
:'KEY_I'<br />
:'KEY_J'<br />
:'KEY_K'<br />
:'KEY_L'<br />
:'KEY_M'<br />
:'KEY_N'<br />
:'KEY_O'<br />
:'KEY_P'<br />
:'KEY_Q'<br />
:'KEY_R'<br />
:'KEY_S'<br />
:'KEY_T'<br />
:'KEY_U'<br />
:'KEY_V'<br />
:'KEY_W'<br />
:'KEY_X'<br />
:'KEY_Y'<br />
:'KEY_Z'<br />
:'KEY_MINUS'<br />
:'KEY_EQUAL'<br />
:'KEY_DIVIDE'<br />
:'KEY_SLASH'<br />
:'KEY_SLASH_UK'<br />
:'KEY_COMMA'<br />
:'KEY_PERIOD'<br />
:'KEY_SEMICOL'<br />
:'KEY_LBRACKET'<br />
:'KEY_RBRACKET'<br />
:'KEY_RAPOSTRO'<br />
:'KEY_LAPOSTRO'<br />
:'KEY_ESC'<br />
:'KEY_ENTER'<br />
:'KEY_BACKSP'<br />
:'KEY_TAB'<br />
:'KEY_SPACEBAR'<br />
:'KEY_NUMLOCK'<br />
:'KEY_SCROLLOCK'<br />
:'KEY_CAPSLOCK'<br />
:'KEY_LSHIFT'<br />
:'KEY_RSHIFT'<br />
:'KEY_LALT'<br />
:'KEY_RALT'<br />
:'KEY_LCTRL'<br />
:'KEY_RCTRL'<br />
:'KEY_F1'<br />
:'KEY_F2'<br />
:'KEY_F3'<br />
:'KEY_F4'<br />
:'KEY_F5'<br />
:'KEY_F6'<br />
:'KEY_F7'<br />
:'KEY_F8'<br />
:'KEY_F9'<br />
:'KEY_F10'<br />
:'KEY_F11'<br />
:'KEY_F12'<br />
:'KEY_PAD0'<br />
:'KEY_PAD1'<br />
:'KEY_PAD2'<br />
:'KEY_PAD3'<br />
:'KEY_PAD4'<br />
:'KEY_PAD5'<br />
:'KEY_PAD6'<br />
:'KEY_PAD7'<br />
:'KEY_PAD8'<br />
:'KEY_PAD9'<br />
:'KEY_PADMINUS'<br />
:'KEY_PADPLUS'<br />
:'KEY_PADPERIOD'<br />
:'KEY_PADDIVIDE'<br />
:'KEY_PADMULTIPLY'<br />
:'KEY_PADENTER'<br />
:'KEY_INSERT'<br />
:'KEY_HOME'<br />
:'KEY_PAGEUP'<br />
:'KEY_DELETE'<br />
:'KEY_END'<br />
:'KEY_PAGEDOWN'<br />
:'KEY_UP'<br />
:'KEY_DOWN'<br />
:'KEY_LEFT'<br />
:'KEY_RIGHT'<br />
:'KEY_PRINT_SCRN'<br />
:'KEY_PAUSE'<br />
:'KEY_BREAK'<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Controlconfigdefaults.tbl&diff=39408Controlconfigdefaults.tbl2012-08-10T02:49:31Z<p>Talon1024: /* Targeting Subsystems and Turrets */</p>
<hr />
<div>{{TableVersion|7478}}<br />
<br />
The '''controlconfigdefaults.tbl''' can be used to modify the default key bindings in FSO.<br />
<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Begins with '''#ControlConfigOverride''' and ends with '''#End'''.<br />
*Only entries that you want to change are required.<br />
*Entries not listed will be assigned to their default/hardcoded values.<br />
<br />
==$Bind Name:==<br />
*Name of the bind or action to modify the default key of.<br />
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]<br />
*Required<br />
*Syntax: '''String'''<br />
===$Key Default:===<br />
*Key to set as default<br />
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Joy Default:===<br />
*Joystick button to set as default<br />
*Optional<br />
*Syntax: '''Integer'''<br />
<br />
===$Key Mod Shift:===<br />
*Sets the key to require the Shift key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Alt:===<br />
*Sets the key to require the Alt key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Ctrl:===<br />
*Sets the key to require the Ctrl key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Category:===<br />
*Tab where the binding appears in the options menu.<br />
*Valid entries: TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Has XStr:===<br />
*Whether or not the binding has an entry in [[tstrings.tbl]]<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Type:===<br />
*Whether or not the binding needs a continuous press of the key?<br />
*Valid entries: CC_TYPE_TRIGGER, CC_TYPE_CONTINUOUS<br />
*Optional<br />
*Syntax '''String'''<br />
<br />
==Sample==<br />
This example does the following...<br />
*Sets Clear Escort List to Alt-Shift-Q<br />
*Sets Target Target's Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it's type as a trigger and sets it to not have a XString<br />
*Sets Transfer Energy from Shield to Laser to R<br />
<br />
<pre><br />
#ControlConfigOverride<br />
<br />
$Bind Name: Clear Escort List<br />
$Key Default: KEY_Q<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
<br />
$Bind Name: Target Target's Nearest Attacker<br />
$Key Default: KEY_J<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
$Key Mod Ctrl: 1<br />
$Category: SHIP_TAB<br />
$Has XStr: 0<br />
$TYPE: CC_TYPE_TRIGGER<br />
<br />
$Bind Name: Transfer Energy Shield->Laser<br />
$Key Default: KEY_R<br />
<br />
#End<br />
</pre><br />
<br />
==List of Bindings==<br />
*This is a list of all possible bindings that can be modified.<br />
*Must use the string below (without quotes).<br />
*These bindings are case-sensitive<br />
<br />
===Targeting Ships and Objects===<br />
*'Target Next Ship'<br />
*'Target Previous Ship'<br />
*'Target Next Closest Hostile Ship'<br />
*'Target Previous Closest Hostile Ship'<br />
*'Target Next Closest Friendly Ship'<br />
*'Target Previous Closest Friendly Ship'<br />
*'Target Ship in Reticle'<br />
*'Target Target's Nearest Attacker'<br />
*'Target Last Ship to Send Transmission'<br />
*'Turn Off Targeting'<br />
*'Target Closest Attacking Ship'<br />
*'Target Next Escort Ship'<br />
*'Target Closest Repair Ship'<br />
*'Target Next Uninspected Cargo'<br />
*'Target Previous Uninspected Cargo'<br />
*'Target Newest Ship in Area'<br />
*'Target Target's Target'<br />
*'Target Next Hostile Bomb or Bomber'<br />
*'Target Previous Hostile Bomb or Bomber'<br />
<br />
===Targeting Subsystems and Turrets===<br />
*'Target Subsystem in Reticle'<br />
*'Target Next Subsystem'<br />
*'Target Previous Subsystem'<br />
*'Turn Off Targeting of Subsystems'<br />
*'Target Next Live Turret'<br />
*'Target Previous Live Turret'<br />
<br />
===Weapons===<br />
*'Fire Primary Weapon'<br />
*'Fire Secondary Weapon'<br />
*'Cycle Forward Primary Weapon'<br />
*'Cycle Backward Primary Weapon'<br />
*'Cycle Secondary Weapon Bank'<br />
*'Cycle Secondary Weapon Firing Rate'<br />
*'Launch Countermeasure'<br />
<br />
===Controls===<br />
*'Forward Thrust'<br />
*'Reverse Thrust'<br />
*'Bank Left'<br />
*'Bank Right'<br />
*'Pitch Forward'<br />
*'Pitch Backward'<br />
*'Turn Left'<br />
*'Turn Right'<br />
*'Right Thrust'<br />
*'Left Thrust'<br />
*'Up Thrust'<br />
*'Down Thrust'<br />
*'Afterburner'<br />
*'Glide When Pressed'<br />
*'Bank When Pressed'<br />
*'Match Target Speed'<br />
<br />
===Throttle Control===<br />
*'Set Throttle To Zero'<br />
*'Set Throttle To Max'<br />
*'Set Throttle To One-Third'<br />
*'Set Throttle To Two-Thirds'<br />
*'Increase Throttle 5 Percent'<br />
*'Decrease Throttle 5 Percent'<br />
<br />
===HUD Controls===<br />
*'Toggle High HUD Contrast'<br />
*'Toggle HUD'<br />
*'Toggle HUD Wireframe Target View'<br />
*'Cycle Radar Range'<br />
*'Communications Menu'<br />
*'Show Nav Map<br />
*'Add Or Remove Escort'<br />
*'Clear Escort List'<br />
<br />
===Squadmate Messaging===<br />
*'Attack My Target'<br />
*'Disarm My Target'<br />
*'Disable My Target'<br />
*'Attack The Targeted Subsystem'<br />
*'Capture My Target'<br />
*'Engage Enemy'<br />
*'Form On My Wing'<br />
*'Ignore My Target'<br />
*'Protect My Target'<br />
*'Cover Me'<br />
*'Return To Base'<br />
*'Rearm Me'<br />
<br />
===Views===<br />
*'Chase View'<br />
*'External View'<br />
*'Toggle External Camera Lock'<br />
*'Free Look View'<br />
*'Current Target View'<br />
*'Increase View Distance'<br />
*'Decrease View Distance'<br />
*'Center View'<br />
*'View Up'<br />
*'View Rear'<br />
*'View Left'<br />
*'View Right<br />
*'Top-Down View'<br />
*'Target Padlock View'<br />
<br />
===ETS and Shields===<br />
*'Increase Weapon Energy'<br />
*'Decrease Weapon Energy'<br />
*'Increase Shield Energy'<br />
*'Decrease Shield Energy'<br />
*'Increase Engine Energy'<br />
*'Decrease Engine Energy'<br />
*'Equalize Energy Settings'<br />
*'Equalize Shields'<br />
*'Augment Forward Shield'<br />
*'Augment Rear Shield'<br />
*'Augment Left Shield'<br />
*'Augment Right Shield'<br />
*'Transfer Energy Laser->Shield'<br />
*'Transfer Energy Shield->Laser'<br />
<br />
===Misc===<br />
*'Enter Subspace (End Mission)'<br />
*'Increase Time Compression'<br />
*'Decrease Time Compression'<br />
*'Toggle Auto Pilot'<br />
*'Cycle Nav Points'<br />
*'Toggle Gliding'<br />
*'Toggle Auto Speed Matching'<br />
*'Toggle Auto Targetting'<br />
<br />
===Multiplayer Only===<br />
*'(Multiplayer) Message All'<br />
*'(Multiplayer) Message Friendly'<br />
*'(Multiplayer) Message Hostile'<br />
*'(Multiplayer) Message Target'<br />
*'(Multiplayer) Observer Zoom To Target'<br />
*'(Multiplayer) Toggle Network info'<br />
*'(Multiplayer) Self Destruct'<br />
<br />
==Allowed Keys==<br />
*Not all keys are checked by FSO for key bindings, so some of these may not work.<br />
*List coppied from controlsconfigcommon.cpp and edited to make readable.<br />
*Must use the string below (without quotes).<br />
*List of keys<br />
:'KEY_0'<br />
:'KEY_1'<br />
:'KEY_2'<br />
:'KEY_3'<br />
:'KEY_4'<br />
:'KEY_5'<br />
:'KEY_6'<br />
:'KEY_7'<br />
:'KEY_8'<br />
:'KEY_9'<br />
:'KEY_A'<br />
:'KEY_B'<br />
:'KEY_C'<br />
:'KEY_D'<br />
:'KEY_E'<br />
:'KEY_F'<br />
:'KEY_G'<br />
:'KEY_H'<br />
:'KEY_I'<br />
:'KEY_J'<br />
:'KEY_K'<br />
:'KEY_L'<br />
:'KEY_M'<br />
:'KEY_N'<br />
:'KEY_O'<br />
:'KEY_P'<br />
:'KEY_Q'<br />
:'KEY_R'<br />
:'KEY_S'<br />
:'KEY_T'<br />
:'KEY_U'<br />
:'KEY_V'<br />
:'KEY_W'<br />
:'KEY_X'<br />
:'KEY_Y'<br />
:'KEY_Z'<br />
:'KEY_MINUS'<br />
:'KEY_EQUAL'<br />
:'KEY_DIVIDE'<br />
:'KEY_SLASH'<br />
:'KEY_SLASH_UK'<br />
:'KEY_COMMA'<br />
:'KEY_PERIOD'<br />
:'KEY_SEMICOL'<br />
:'KEY_LBRACKET'<br />
:'KEY_RBRACKET'<br />
:'KEY_RAPOSTRO'<br />
:'KEY_LAPOSTRO'<br />
:'KEY_ESC'<br />
:'KEY_ENTER'<br />
:'KEY_BACKSP'<br />
:'KEY_TAB'<br />
:'KEY_SPACEBAR'<br />
:'KEY_NUMLOCK'<br />
:'KEY_SCROLLOCK'<br />
:'KEY_CAPSLOCK'<br />
:'KEY_LSHIFT'<br />
:'KEY_RSHIFT'<br />
:'KEY_LALT'<br />
:'KEY_RALT'<br />
:'KEY_LCTRL'<br />
:'KEY_RCTRL'<br />
:'KEY_F1'<br />
:'KEY_F2'<br />
:'KEY_F3'<br />
:'KEY_F4'<br />
:'KEY_F5'<br />
:'KEY_F6'<br />
:'KEY_F7'<br />
:'KEY_F8'<br />
:'KEY_F9'<br />
:'KEY_F10'<br />
:'KEY_F11'<br />
:'KEY_F12'<br />
:'KEY_PAD0'<br />
:'KEY_PAD1'<br />
:'KEY_PAD2'<br />
:'KEY_PAD3'<br />
:'KEY_PAD4'<br />
:'KEY_PAD5'<br />
:'KEY_PAD6'<br />
:'KEY_PAD7'<br />
:'KEY_PAD8'<br />
:'KEY_PAD9'<br />
:'KEY_PADMINUS'<br />
:'KEY_PADPLUS'<br />
:'KEY_PADPERIOD'<br />
:'KEY_PADDIVIDE'<br />
:'KEY_PADMULTIPLY'<br />
:'KEY_PADENTER'<br />
:'KEY_INSERT'<br />
:'KEY_HOME'<br />
:'KEY_PAGEUP'<br />
:'KEY_DELETE'<br />
:'KEY_END'<br />
:'KEY_PAGEDOWN'<br />
:'KEY_UP'<br />
:'KEY_DOWN'<br />
:'KEY_LEFT'<br />
:'KEY_RIGHT'<br />
:'KEY_PRINT_SCRN'<br />
:'KEY_PAUSE'<br />
:'KEY_BREAK'<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Controlconfigdefaults.tbl&diff=39407Controlconfigdefaults.tbl2012-08-10T02:49:14Z<p>Talon1024: /* Targeting Ships and Objects */</p>
<hr />
<div>{{TableVersion|7478}}<br />
<br />
The '''controlconfigdefaults.tbl''' can be used to modify the default key bindings in FSO.<br />
<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Begins with '''#ControlConfigOverride''' and ends with '''#End'''.<br />
*Only entries that you want to change are required.<br />
*Entries not listed will be assigned to their default/hardcoded values.<br />
<br />
==$Bind Name:==<br />
*Name of the bind or action to modify the default key of.<br />
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]<br />
*Required<br />
*Syntax: '''String'''<br />
===$Key Default:===<br />
*Key to set as default<br />
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Joy Default:===<br />
*Joystick button to set as default<br />
*Optional<br />
*Syntax: '''Integer'''<br />
<br />
===$Key Mod Shift:===<br />
*Sets the key to require the Shift key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Alt:===<br />
*Sets the key to require the Alt key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Ctrl:===<br />
*Sets the key to require the Ctrl key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Category:===<br />
*Tab where the binding appears in the options menu.<br />
*Valid entries: TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Has XStr:===<br />
*Whether or not the binding has an entry in [[tstrings.tbl]]<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Type:===<br />
*Whether or not the binding needs a continuous press of the key?<br />
*Valid entries: CC_TYPE_TRIGGER, CC_TYPE_CONTINUOUS<br />
*Optional<br />
*Syntax '''String'''<br />
<br />
==Sample==<br />
This example does the following...<br />
*Sets Clear Escort List to Alt-Shift-Q<br />
*Sets Target Target's Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it's type as a trigger and sets it to not have a XString<br />
*Sets Transfer Energy from Shield to Laser to R<br />
<br />
<pre><br />
#ControlConfigOverride<br />
<br />
$Bind Name: Clear Escort List<br />
$Key Default: KEY_Q<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
<br />
$Bind Name: Target Target's Nearest Attacker<br />
$Key Default: KEY_J<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
$Key Mod Ctrl: 1<br />
$Category: SHIP_TAB<br />
$Has XStr: 0<br />
$TYPE: CC_TYPE_TRIGGER<br />
<br />
$Bind Name: Transfer Energy Shield->Laser<br />
$Key Default: KEY_R<br />
<br />
#End<br />
</pre><br />
<br />
==List of Bindings==<br />
*This is a list of all possible bindings that can be modified.<br />
*Must use the string below (without quotes).<br />
*These bindings are case-sensitive<br />
<br />
===Targeting Ships and Objects===<br />
*'Target Next Ship'<br />
*'Target Previous Ship'<br />
*'Target Next Closest Hostile Ship'<br />
*'Target Previous Closest Hostile Ship'<br />
*'Target Next Closest Friendly Ship'<br />
*'Target Previous Closest Friendly Ship'<br />
*'Target Ship in Reticle'<br />
*'Target Target's Nearest Attacker'<br />
*'Target Last Ship to Send Transmission'<br />
*'Turn Off Targeting'<br />
*'Target Closest Attacking Ship'<br />
*'Target Next Escort Ship'<br />
*'Target Closest Repair Ship'<br />
*'Target Next Uninspected Cargo'<br />
*'Target Previous Uninspected Cargo'<br />
*'Target Newest Ship in Area'<br />
*'Target Target's Target'<br />
*'Target Next Hostile Bomb or Bomber'<br />
*'Target Previous Hostile Bomb or Bomber'<br />
<br />
===Targeting Subsystems and Turrets===<br />
*'Target Subsystem in Reticle'<br />
*'Target Next Subsystem'<br />
*'Target Previous Subsystem'<br />
*'Turn Off Targeting Of Subsystems'<br />
*'Target Next Live Turret'<br />
*'Target Previous Live Turret'<br />
<br />
===Weapons===<br />
*'Fire Primary Weapon'<br />
*'Fire Secondary Weapon'<br />
*'Cycle Forward Primary Weapon'<br />
*'Cycle Backward Primary Weapon'<br />
*'Cycle Secondary Weapon Bank'<br />
*'Cycle Secondary Weapon Firing Rate'<br />
*'Launch Countermeasure'<br />
<br />
===Controls===<br />
*'Forward Thrust'<br />
*'Reverse Thrust'<br />
*'Bank Left'<br />
*'Bank Right'<br />
*'Pitch Forward'<br />
*'Pitch Backward'<br />
*'Turn Left'<br />
*'Turn Right'<br />
*'Right Thrust'<br />
*'Left Thrust'<br />
*'Up Thrust'<br />
*'Down Thrust'<br />
*'Afterburner'<br />
*'Glide When Pressed'<br />
*'Bank When Pressed'<br />
*'Match Target Speed'<br />
<br />
===Throttle Control===<br />
*'Set Throttle To Zero'<br />
*'Set Throttle To Max'<br />
*'Set Throttle To One-Third'<br />
*'Set Throttle To Two-Thirds'<br />
*'Increase Throttle 5 Percent'<br />
*'Decrease Throttle 5 Percent'<br />
<br />
===HUD Controls===<br />
*'Toggle High HUD Contrast'<br />
*'Toggle HUD'<br />
*'Toggle HUD Wireframe Target View'<br />
*'Cycle Radar Range'<br />
*'Communications Menu'<br />
*'Show Nav Map<br />
*'Add Or Remove Escort'<br />
*'Clear Escort List'<br />
<br />
===Squadmate Messaging===<br />
*'Attack My Target'<br />
*'Disarm My Target'<br />
*'Disable My Target'<br />
*'Attack The Targeted Subsystem'<br />
*'Capture My Target'<br />
*'Engage Enemy'<br />
*'Form On My Wing'<br />
*'Ignore My Target'<br />
*'Protect My Target'<br />
*'Cover Me'<br />
*'Return To Base'<br />
*'Rearm Me'<br />
<br />
===Views===<br />
*'Chase View'<br />
*'External View'<br />
*'Toggle External Camera Lock'<br />
*'Free Look View'<br />
*'Current Target View'<br />
*'Increase View Distance'<br />
*'Decrease View Distance'<br />
*'Center View'<br />
*'View Up'<br />
*'View Rear'<br />
*'View Left'<br />
*'View Right<br />
*'Top-Down View'<br />
*'Target Padlock View'<br />
<br />
===ETS and Shields===<br />
*'Increase Weapon Energy'<br />
*'Decrease Weapon Energy'<br />
*'Increase Shield Energy'<br />
*'Decrease Shield Energy'<br />
*'Increase Engine Energy'<br />
*'Decrease Engine Energy'<br />
*'Equalize Energy Settings'<br />
*'Equalize Shields'<br />
*'Augment Forward Shield'<br />
*'Augment Rear Shield'<br />
*'Augment Left Shield'<br />
*'Augment Right Shield'<br />
*'Transfer Energy Laser->Shield'<br />
*'Transfer Energy Shield->Laser'<br />
<br />
===Misc===<br />
*'Enter Subspace (End Mission)'<br />
*'Increase Time Compression'<br />
*'Decrease Time Compression'<br />
*'Toggle Auto Pilot'<br />
*'Cycle Nav Points'<br />
*'Toggle Gliding'<br />
*'Toggle Auto Speed Matching'<br />
*'Toggle Auto Targetting'<br />
<br />
===Multiplayer Only===<br />
*'(Multiplayer) Message All'<br />
*'(Multiplayer) Message Friendly'<br />
*'(Multiplayer) Message Hostile'<br />
*'(Multiplayer) Message Target'<br />
*'(Multiplayer) Observer Zoom To Target'<br />
*'(Multiplayer) Toggle Network info'<br />
*'(Multiplayer) Self Destruct'<br />
<br />
==Allowed Keys==<br />
*Not all keys are checked by FSO for key bindings, so some of these may not work.<br />
*List coppied from controlsconfigcommon.cpp and edited to make readable.<br />
*Must use the string below (without quotes).<br />
*List of keys<br />
:'KEY_0'<br />
:'KEY_1'<br />
:'KEY_2'<br />
:'KEY_3'<br />
:'KEY_4'<br />
:'KEY_5'<br />
:'KEY_6'<br />
:'KEY_7'<br />
:'KEY_8'<br />
:'KEY_9'<br />
:'KEY_A'<br />
:'KEY_B'<br />
:'KEY_C'<br />
:'KEY_D'<br />
:'KEY_E'<br />
:'KEY_F'<br />
:'KEY_G'<br />
:'KEY_H'<br />
:'KEY_I'<br />
:'KEY_J'<br />
:'KEY_K'<br />
:'KEY_L'<br />
:'KEY_M'<br />
:'KEY_N'<br />
:'KEY_O'<br />
:'KEY_P'<br />
:'KEY_Q'<br />
:'KEY_R'<br />
:'KEY_S'<br />
:'KEY_T'<br />
:'KEY_U'<br />
:'KEY_V'<br />
:'KEY_W'<br />
:'KEY_X'<br />
:'KEY_Y'<br />
:'KEY_Z'<br />
:'KEY_MINUS'<br />
:'KEY_EQUAL'<br />
:'KEY_DIVIDE'<br />
:'KEY_SLASH'<br />
:'KEY_SLASH_UK'<br />
:'KEY_COMMA'<br />
:'KEY_PERIOD'<br />
:'KEY_SEMICOL'<br />
:'KEY_LBRACKET'<br />
:'KEY_RBRACKET'<br />
:'KEY_RAPOSTRO'<br />
:'KEY_LAPOSTRO'<br />
:'KEY_ESC'<br />
:'KEY_ENTER'<br />
:'KEY_BACKSP'<br />
:'KEY_TAB'<br />
:'KEY_SPACEBAR'<br />
:'KEY_NUMLOCK'<br />
:'KEY_SCROLLOCK'<br />
:'KEY_CAPSLOCK'<br />
:'KEY_LSHIFT'<br />
:'KEY_RSHIFT'<br />
:'KEY_LALT'<br />
:'KEY_RALT'<br />
:'KEY_LCTRL'<br />
:'KEY_RCTRL'<br />
:'KEY_F1'<br />
:'KEY_F2'<br />
:'KEY_F3'<br />
:'KEY_F4'<br />
:'KEY_F5'<br />
:'KEY_F6'<br />
:'KEY_F7'<br />
:'KEY_F8'<br />
:'KEY_F9'<br />
:'KEY_F10'<br />
:'KEY_F11'<br />
:'KEY_F12'<br />
:'KEY_PAD0'<br />
:'KEY_PAD1'<br />
:'KEY_PAD2'<br />
:'KEY_PAD3'<br />
:'KEY_PAD4'<br />
:'KEY_PAD5'<br />
:'KEY_PAD6'<br />
:'KEY_PAD7'<br />
:'KEY_PAD8'<br />
:'KEY_PAD9'<br />
:'KEY_PADMINUS'<br />
:'KEY_PADPLUS'<br />
:'KEY_PADPERIOD'<br />
:'KEY_PADDIVIDE'<br />
:'KEY_PADMULTIPLY'<br />
:'KEY_PADENTER'<br />
:'KEY_INSERT'<br />
:'KEY_HOME'<br />
:'KEY_PAGEUP'<br />
:'KEY_DELETE'<br />
:'KEY_END'<br />
:'KEY_PAGEDOWN'<br />
:'KEY_UP'<br />
:'KEY_DOWN'<br />
:'KEY_LEFT'<br />
:'KEY_RIGHT'<br />
:'KEY_PRINT_SCRN'<br />
:'KEY_PAUSE'<br />
:'KEY_BREAK'<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Controlconfigdefaults.tbl&diff=39406Controlconfigdefaults.tbl2012-08-10T02:48:03Z<p>Talon1024: /* List of Bindings */ - Case-sensitive fluff</p>
<hr />
<div>{{TableVersion|7478}}<br />
<br />
The '''controlconfigdefaults.tbl''' can be used to modify the default key bindings in FSO.<br />
<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
*Begins with '''#ControlConfigOverride''' and ends with '''#End'''.<br />
*Only entries that you want to change are required.<br />
*Entries not listed will be assigned to their default/hardcoded values.<br />
<br />
==$Bind Name:==<br />
*Name of the bind or action to modify the default key of.<br />
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]<br />
*Required<br />
*Syntax: '''String'''<br />
===$Key Default:===<br />
*Key to set as default<br />
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Joy Default:===<br />
*Joystick button to set as default<br />
*Optional<br />
*Syntax: '''Integer'''<br />
<br />
===$Key Mod Shift:===<br />
*Sets the key to require the Shift key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Alt:===<br />
*Sets the key to require the Alt key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Key Mod Ctrl:===<br />
*Sets the key to require the Ctrl key<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Category:===<br />
*Tab where the binding appears in the options menu.<br />
*Valid entries: TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB<br />
*Optional<br />
*Syntax: '''String'''<br />
===$Has XStr:===<br />
*Whether or not the binding has an entry in [[tstrings.tbl]]<br />
*'''1''' for yes, '''0''' for no<br />
*Optional<br />
*Syntax: '''Integer'''<br />
===$Type:===<br />
*Whether or not the binding needs a continuous press of the key?<br />
*Valid entries: CC_TYPE_TRIGGER, CC_TYPE_CONTINUOUS<br />
*Optional<br />
*Syntax '''String'''<br />
<br />
==Sample==<br />
This example does the following...<br />
*Sets Clear Escort List to Alt-Shift-Q<br />
*Sets Target Target's Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it's type as a trigger and sets it to not have a XString<br />
*Sets Transfer Energy from Shield to Laser to R<br />
<br />
<pre><br />
#ControlConfigOverride<br />
<br />
$Bind Name: Clear Escort List<br />
$Key Default: KEY_Q<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
<br />
$Bind Name: Target Target's Nearest Attacker<br />
$Key Default: KEY_J<br />
$Key Mod Shift: 1<br />
$Key Mod Alt: 1<br />
$Key Mod Ctrl: 1<br />
$Category: SHIP_TAB<br />
$Has XStr: 0<br />
$TYPE: CC_TYPE_TRIGGER<br />
<br />
$Bind Name: Transfer Energy Shield->Laser<br />
$Key Default: KEY_R<br />
<br />
#End<br />
</pre><br />
<br />
==List of Bindings==<br />
*This is a list of all possible bindings that can be modified.<br />
*Must use the string below (without quotes).<br />
*These bindings are case-sensitive<br />
<br />
===Targeting Ships and Objects===<br />
*'Target Next Ship'<br />
*'Target Previous Ship'<br />
*'Target Next Closest Hostile Ship'<br />
*'Target Previous Closest Hostile Ship'<br />
*'Target Next Closest Friendly Ship'<br />
*'Target Previous Closest Friendly Ship'<br />
*'Target Ship in Reticle'<br />
*'Target Target's Nearest Attacker'<br />
*'Target Last Ship To Send Transmission'<br />
*'Turn Off Targeting'<br />
*'Target Closest Attacking Ship'<br />
*'Target Next Escort Ship'<br />
*'Target Closest Repair Ship'<br />
*'Target Next Uninspected Cargo'<br />
*'Target Previous Uninspected Cargo'<br />
*'Target Newest Ship in Area'<br />
*'Target Target's Target'<br />
*'Target Next Hostile Bomb Or Bomber'<br />
*'Target Previous Hostile Bomb Or Bomber'<br />
<br />
===Targeting Subsystems and Turrets===<br />
*'Target Subsystem in Reticle'<br />
*'Target Next Subsystem'<br />
*'Target Previous Subsystem'<br />
*'Turn Off Targeting Of Subsystems'<br />
*'Target Next Live Turret'<br />
*'Target Previous Live Turret'<br />
<br />
===Weapons===<br />
*'Fire Primary Weapon'<br />
*'Fire Secondary Weapon'<br />
*'Cycle Forward Primary Weapon'<br />
*'Cycle Backward Primary Weapon'<br />
*'Cycle Secondary Weapon Bank'<br />
*'Cycle Secondary Weapon Firing Rate'<br />
*'Launch Countermeasure'<br />
<br />
===Controls===<br />
*'Forward Thrust'<br />
*'Reverse Thrust'<br />
*'Bank Left'<br />
*'Bank Right'<br />
*'Pitch Forward'<br />
*'Pitch Backward'<br />
*'Turn Left'<br />
*'Turn Right'<br />
*'Right Thrust'<br />
*'Left Thrust'<br />
*'Up Thrust'<br />
*'Down Thrust'<br />
*'Afterburner'<br />
*'Glide When Pressed'<br />
*'Bank When Pressed'<br />
*'Match Target Speed'<br />
<br />
===Throttle Control===<br />
*'Set Throttle To Zero'<br />
*'Set Throttle To Max'<br />
*'Set Throttle To One-Third'<br />
*'Set Throttle To Two-Thirds'<br />
*'Increase Throttle 5 Percent'<br />
*'Decrease Throttle 5 Percent'<br />
<br />
===HUD Controls===<br />
*'Toggle High HUD Contrast'<br />
*'Toggle HUD'<br />
*'Toggle HUD Wireframe Target View'<br />
*'Cycle Radar Range'<br />
*'Communications Menu'<br />
*'Show Nav Map<br />
*'Add Or Remove Escort'<br />
*'Clear Escort List'<br />
<br />
===Squadmate Messaging===<br />
*'Attack My Target'<br />
*'Disarm My Target'<br />
*'Disable My Target'<br />
*'Attack The Targeted Subsystem'<br />
*'Capture My Target'<br />
*'Engage Enemy'<br />
*'Form On My Wing'<br />
*'Ignore My Target'<br />
*'Protect My Target'<br />
*'Cover Me'<br />
*'Return To Base'<br />
*'Rearm Me'<br />
<br />
===Views===<br />
*'Chase View'<br />
*'External View'<br />
*'Toggle External Camera Lock'<br />
*'Free Look View'<br />
*'Current Target View'<br />
*'Increase View Distance'<br />
*'Decrease View Distance'<br />
*'Center View'<br />
*'View Up'<br />
*'View Rear'<br />
*'View Left'<br />
*'View Right<br />
*'Top-Down View'<br />
*'Target Padlock View'<br />
<br />
===ETS and Shields===<br />
*'Increase Weapon Energy'<br />
*'Decrease Weapon Energy'<br />
*'Increase Shield Energy'<br />
*'Decrease Shield Energy'<br />
*'Increase Engine Energy'<br />
*'Decrease Engine Energy'<br />
*'Equalize Energy Settings'<br />
*'Equalize Shields'<br />
*'Augment Forward Shield'<br />
*'Augment Rear Shield'<br />
*'Augment Left Shield'<br />
*'Augment Right Shield'<br />
*'Transfer Energy Laser->Shield'<br />
*'Transfer Energy Shield->Laser'<br />
<br />
===Misc===<br />
*'Enter Subspace (End Mission)'<br />
*'Increase Time Compression'<br />
*'Decrease Time Compression'<br />
*'Toggle Auto Pilot'<br />
*'Cycle Nav Points'<br />
*'Toggle Gliding'<br />
*'Toggle Auto Speed Matching'<br />
*'Toggle Auto Targetting'<br />
<br />
===Multiplayer Only===<br />
*'(Multiplayer) Message All'<br />
*'(Multiplayer) Message Friendly'<br />
*'(Multiplayer) Message Hostile'<br />
*'(Multiplayer) Message Target'<br />
*'(Multiplayer) Observer Zoom To Target'<br />
*'(Multiplayer) Toggle Network info'<br />
*'(Multiplayer) Self Destruct'<br />
<br />
==Allowed Keys==<br />
*Not all keys are checked by FSO for key bindings, so some of these may not work.<br />
*List coppied from controlsconfigcommon.cpp and edited to make readable.<br />
*Must use the string below (without quotes).<br />
*List of keys<br />
:'KEY_0'<br />
:'KEY_1'<br />
:'KEY_2'<br />
:'KEY_3'<br />
:'KEY_4'<br />
:'KEY_5'<br />
:'KEY_6'<br />
:'KEY_7'<br />
:'KEY_8'<br />
:'KEY_9'<br />
:'KEY_A'<br />
:'KEY_B'<br />
:'KEY_C'<br />
:'KEY_D'<br />
:'KEY_E'<br />
:'KEY_F'<br />
:'KEY_G'<br />
:'KEY_H'<br />
:'KEY_I'<br />
:'KEY_J'<br />
:'KEY_K'<br />
:'KEY_L'<br />
:'KEY_M'<br />
:'KEY_N'<br />
:'KEY_O'<br />
:'KEY_P'<br />
:'KEY_Q'<br />
:'KEY_R'<br />
:'KEY_S'<br />
:'KEY_T'<br />
:'KEY_U'<br />
:'KEY_V'<br />
:'KEY_W'<br />
:'KEY_X'<br />
:'KEY_Y'<br />
:'KEY_Z'<br />
:'KEY_MINUS'<br />
:'KEY_EQUAL'<br />
:'KEY_DIVIDE'<br />
:'KEY_SLASH'<br />
:'KEY_SLASH_UK'<br />
:'KEY_COMMA'<br />
:'KEY_PERIOD'<br />
:'KEY_SEMICOL'<br />
:'KEY_LBRACKET'<br />
:'KEY_RBRACKET'<br />
:'KEY_RAPOSTRO'<br />
:'KEY_LAPOSTRO'<br />
:'KEY_ESC'<br />
:'KEY_ENTER'<br />
:'KEY_BACKSP'<br />
:'KEY_TAB'<br />
:'KEY_SPACEBAR'<br />
:'KEY_NUMLOCK'<br />
:'KEY_SCROLLOCK'<br />
:'KEY_CAPSLOCK'<br />
:'KEY_LSHIFT'<br />
:'KEY_RSHIFT'<br />
:'KEY_LALT'<br />
:'KEY_RALT'<br />
:'KEY_LCTRL'<br />
:'KEY_RCTRL'<br />
:'KEY_F1'<br />
:'KEY_F2'<br />
:'KEY_F3'<br />
:'KEY_F4'<br />
:'KEY_F5'<br />
:'KEY_F6'<br />
:'KEY_F7'<br />
:'KEY_F8'<br />
:'KEY_F9'<br />
:'KEY_F10'<br />
:'KEY_F11'<br />
:'KEY_F12'<br />
:'KEY_PAD0'<br />
:'KEY_PAD1'<br />
:'KEY_PAD2'<br />
:'KEY_PAD3'<br />
:'KEY_PAD4'<br />
:'KEY_PAD5'<br />
:'KEY_PAD6'<br />
:'KEY_PAD7'<br />
:'KEY_PAD8'<br />
:'KEY_PAD9'<br />
:'KEY_PADMINUS'<br />
:'KEY_PADPLUS'<br />
:'KEY_PADPERIOD'<br />
:'KEY_PADDIVIDE'<br />
:'KEY_PADMULTIPLY'<br />
:'KEY_PADENTER'<br />
:'KEY_INSERT'<br />
:'KEY_HOME'<br />
:'KEY_PAGEUP'<br />
:'KEY_DELETE'<br />
:'KEY_END'<br />
:'KEY_PAGEDOWN'<br />
:'KEY_UP'<br />
:'KEY_DOWN'<br />
:'KEY_LEFT'<br />
:'KEY_RIGHT'<br />
:'KEY_PRINT_SCRN'<br />
:'KEY_PAUSE'<br />
:'KEY_BREAK'<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=User-made_Ships&diff=39168User-made Ships2012-07-19T19:02:47Z<p>Talon1024: /* Fighter Craft */</p>
<hr />
<div>__NOTOC__<br />
{|-<br />
{|border=0 cellpadding=4 cellspacing=0 style="margin: 0 0 1em 1em; background: #000; border: 0px #000 solid; border-collapse: collapse;"<br />
|-<br />
|{{UMS-Legend}}<br />
|width=510px|The following is a list of released, user-made ship mods for [[Freespace 2]], for use in the creation of custom missions and campaigns. <br><br><br />
*For canon ship classes from FreeSpace: The Great War: [[Great War-era craft]]<br />
*For canon ship classes from FreeSpace 2: [[FreeSpace 2-era craft]]<br />
*For ships from The Babylon Project: [[TBP shiplist|The Babylon Project craft]]<br />
*For ships from Wings of Dawn: [[Wings_of_Dawn_Ships|Wings of Dawn craft]]<br />
|-<br />
|}<br />
|}<br />
<br />
==Downloadable mods==<br />
==Fighter Craft==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Bad Ulysses]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | [[GTF Perseus Adv]]<br />
| style="width:200px" | [[GVAf Apis]]<br />
| style="width:200px" | [[SF Chelob]] {{WU}}<br />
| style="width:200px" | [[AF Charlatan]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[CCF Minsk]] {{WU}}{{WN}}<br />
| style="width:200px" | [[GTF Phoenix (Nuke)]]<br />
| style="width:200px" | [[GVDr Scarab]]<br />
| style="width:200px" | [[SF Chimera]] {{WU}}<br />
| style="width:200px" | [[AF Kato]] {{WH}}{{WU}}{{WN}}<br />
|- align="left"<br />
| style="width:200px" | [[CCF Volkov]] {{WU}}{{WN}}<br />
| style="width:200px" | [[GTF Phoenix (TrashMan)]]<br />
| style="width:200px" | [[GVF Anouke]] {{WH}}{{WU}}<br />
| style="width:200px" | [[SF Gorgon]] {{WU}}<br />
| style="width:200px" | [[AF Phylaki]] {{WH}}{{WU}}{{WN}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Acheron]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | [[GTF Raziel]] {{RI|Ship=GTF Raziel}}<br />
| style="width:200px" | [[GVF Apis]] <br />
| style="width:200px" | [[SF Harpy]] {{WU}}<br />
| style="width:200px" | [[Bek'Tah Interceptor]] {{WU}}{{RI|Ship=Bek'Tah Interceptor}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Claymore Mk1]]<br />
| style="width:200px" | [[GTF Selkie]] {{WH}}{{WU}}{{BC}}<br />
| style="width:200px" | [[GVF Ennead]]<br />
| style="width:200px" | [[SF Hydra]] {{WU}}<br />
| style="width:200px" | [[HEF Blizzard]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Claymore Mk2]]<br />
| style="width:200px" | [[GTF Starstrider]]<br />
| style="width:200px" | [[GVF Heket]]<br />
| style="width:200px" | [[SF Ifrit]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | [[KCSL Kama]] {{WH}}{{WU}}{{WN}}{{RI|Ship=KCSL Kama}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Claymore Mk3]]<br />
| style="width:200px" | [[GTF Svalin]]<br />
| style="width:200px" | [[GVF Heptu]]<br />
| style="width:200px" | [[SF Naga]] {{WU}}<br />
| style="width:200px" | [[Lethe]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Lethe]]<br />
| style="width:200px" | [[GTF Vampire]]<br />
| style="width:200px" | [[GVF Heset]] {{WU}}<br />
| style="width:200px" | [[SF Scorpion II]]<br />
| style="width:200px" | [[Lizard Huntercraft]] {{WU}}{{RI|Ship=Lizard Huntercraft}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Stentor]]<br />
| style="width:200px" | [[GTF Vesuvius]]<br />
| style="width:200px" | [[GVF Imset]] {{WH}}{{WU}}<br />
| style="width:200px" | [[SF Serpent]] {{WU}}<br />
| style="width:200px" | [[Lizard Killercraft]] {{WU}}{{RI|Ship=Lizard Killercraft}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Styx]]<br />
| style="width:200px" | [[GTF Ymir]]<br />
| style="width:200px" | [[GVF Khepri]] {{WU}}<br />
| style="width:200px" | [[SF Succubus (INF)]] {{WU}}{{RI|Ship=SF Succubus}}<br />
| style="width:200px" | [[Lizard Swarmercraft]] {{WU}}{{RI|Ship=Lizard Swarmercraft}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Jackal]]<br />
| style="width:200px" | [[GTVF Hestia]]<br />
| style="width:200px" | [[GVF Mihos]]<br />
| style="width:200px" | [[SF Succubus (Nuke)]] {{WU}}<br />
| style="width:200px" | [[NF Banshee]] {{WH}}{{WU}}{{RI|Ship=NF Banshee}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Lancer]]<br />
| style="width:200px" | [[IH2 Sunrider]]<br />
| style="width:200px" | [[GVF Reshef]]<br />
| style="width:200px" | [[Space Spider]]<br />
| style="width:200px" | [[NF Larvae]] {{WH}}{{WU}}{{RI|Ship=NF Larvae}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Mig]]<br />
| style="width:200px" | [[ITF Anan]]<br />
| style="width:200px" | [[GVF Saqqara]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[NF Phantasm]] {{WH}}{{WU}}{{RI|Ship=NF Phantasm}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Wraith]]<br />
| style="width:200px" | [[ITF Benkei]]<br />
| style="width:200px" | [[GVF Scarab]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[NF Unknown]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[FTFx Thor]]<br />
| style="width:200px" | [[ITF Oni]]<br />
| style="width:200px" | [[GVF Seker]] {{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | [[RLF Panther]] {{WU}}{{RI|Ship=RLF Panther}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Achilles]]<br />
| style="width:200px" | [[PF Chimera]]<br />
| style="width:200px" | [[GVF Shrike]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[RLF Tigris]] {{WU}}{{RI|Ship=RLF Tigris}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Agias]]<br />
| style="width:200px" | [[PF Hellbat]]<br />
| style="width:200px" | [[GVF Shu]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[T-MF Cataphract]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Alves]]<br />
| style="width:200px" | [[PF Satyr]]<br />
| style="width:200px" | [[PVDr Jackal]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[T-MF Hussar]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Angel (non-canon)|GTF Angel]]<br />
| style="width:200px" | [[PF Shagrath]]<br />
| style="width:200px" | [[PVF Seshat]] {{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | [[UF Notus]] {{WH}}{{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Antaeus]]<br />
| style="width:200px" | [[PF Vulture]]<br />
| style="width:200px" | [[VEF Anhur MkIV]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Apollo Prototype]]<br />
| style="width:200px" | [[PTF Kulas]]<br />
| style="width:200px" | [[VEF Aoh]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Archon]]<br />
| style="width:200px" | [[Pyro GX]]<br />
| style="width:200px" | [[VEFx Yaaru]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Aurora]]<br />
| style="width:200px" | [[Scimitar (Aldo)]]<br />
| style="width:200px" | [[VRC Inpu]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Autolycus]]<br />
| style="width:200px" | [[SOF Banshee]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Carabus]]<br />
| style="width:200px" | [[SOF Chaos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Chaos]]<br />
| style="width:200px" | [[SOF Horae ]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Cyone]]<br />
| style="width:200px" | [[SOF Ophion]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Daedelus]]<br />
| style="width:200px" | [[Spacesuit]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Donar]]<br />
| style="width:200px" | [[STVsF Nightwing]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Draco]]<br />
| style="width:200px" | [[TDr Firebee]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Enceladus]]<br />
| style="width:200px" | [[TF Falcon]] {{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Eos]]<br />
| style="width:200px" | [[TF Gefjon]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Ezechiel]]<br />
| style="width:200px" | [[TF Ion]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Falcon]] <br />
| style="width:200px" | [[TF Kestrel]] {{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Hercules Mk3]]<br />
| style="width:200px" | [[TF Kvasir]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Icarus]]<br />
| style="width:200px" | [[TF Mustang Alpha]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Kelpie]]<br />
| style="width:200px" | [[TF Mustang Beta]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Keres]]<br />
| style="width:200px" | [[TF Shrike]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Ladiel]]<br />
| style="width:200px" | [[UEF Izra'il]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Leto]]<br />
| style="width:200px" | [[UTF Cherokee]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Losna]]<br />
| style="width:200px" | [[UTF Comanche]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Maverick]]<br />
| style="width:200px" | [[UTF Seminole]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Bomber Craft==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CCB Gurkov]]<br />
| style="width:200px" | [[GTB Hydra]]<br />
| style="width:200px" | [[GTVB Hesat]]<br />
| style="width:200px" | [[SB Durja]]<br />
| style="width:200px" | [[AB Attis]]<br />
|- align="left"<br />
| style="width:200px" | [[EAB Gagana]]<br />
| style="width:200px" | [[GTB Jotun]]<br />
| style="width:200px" | [[GVB Atlas]]<br />
| style="width:200px" | [[SB Kahlan]]<br />
| style="width:200px" | [[AB Satyr]]<br />
|- align="left"<br />
| style="width:200px" | [[EAB Peregrine]]<br />
| style="width:200px" | [[GTB Kronus]]<br />
| style="width:200px" | [[GVB Imset]]<br />
| style="width:200px" | [[SB Kasdeya]]<br />
| style="width:200px" | [[AB Zakros]]<br />
|- align="left"<br />
| style="width:200px" | [[FTB Saracen]]<br />
| style="width:200px" | [[GTB Maelstrom]]<br />
| style="width:200px" | [[GVB Petbe]]<br />
| style="width:200px" | [[SB Vindhyachal]]<br />
| style="width:200px" | [[Bek'Tah Bomber]]<br />
|- align="left"<br />
| style="width:200px" | [[GTB Apollyon]]<br />
| style="width:200px" | [[GTB Nemesis]]<br />
| style="width:200px" | [[VEB Shai]]<br />
| style="width:200px" | [[SB Yali]]<br />
| style="width:200px" | [[NB Unknown]]<br />
|- align="left"<br />
| style="width:200px" | [[GTTB Armageddon]]<br />
| style="width:200px" | [[GTB Phoebus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[T-MB Cuirassier]]<br />
|- align="left"<br />
| style="width:200px" | [[GTB Holler]]<br />
| style="width:200px" | [[GTB Rhea]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[NB Ghoul]]<br />
|- align="left"<br />
| style="width:200px" | [[TB Atlas]] {{WU}}{{WN}}<br />
| style="width:200px" | [[GTB Sabus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Azaes]]<br />
| style="width:200px" | [[GTsB Scimitar]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Callisto]]<br />
| style="width:200px" | [[GTB Surt]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTVB Chnubis]]<br />
| style="width:200px" | [[GTB Thunderbolt]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Claymore]]<br />
| style="width:200px" | [[GTB Uriel]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Danaus]]<br />
| style="width:200px" | [[PB Sepuelture]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Diana]]<br />
| style="width:200px" | [[UTB Navajo]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Gagana]]<br />
| style="width:200px" | [[UTB Yurok]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Hera]]<br />
| style="width:200px" | [[SOB Jotun D.H.]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[UEB Vajradhara]]<br />
| style="width:200px" | [[GTB Archangel]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Berserker]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Capital Ships (Cruisers, Corvettes, Frigates and Gunships)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CCCa Andropov]]<br />
| style="width:200px" | [[SOC Orc]]<br />
| style="width:200px" | [[GVC Aten Mk2]]<br />
| style="width:200px" | [[SC Abel]]<br />
| style="width:200px" | [[AC Gordia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Aesacus]]<br />
| style="width:200px" | [[TC Damocles]]<br />
| style="width:200px" | [[GVC Mafdet]]<br />
| style="width:200px" | [[SC Lamia]]<br />
| style="width:200px" | [[AC Heraklion]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Avalonian]]<br />
| style="width:200px" | [[UEC Sanctus]]<br />
| style="width:200px" | [[GVC Mekhet]]<br />
| style="width:200px" | [[SC Raguel]]<br />
| style="width:200px" | [[AC Malia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Eclipse]]<br />
| style="width:200px" | [[EACv Darkness]]<br />
| style="width:200px" | [[GVC Newet]]<br />
| style="width:200px" | [[SC Rictus]]<br />
| style="width:200px" | [[NC Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Evangelist]]<br />
| style="width:200px" | [[GTCv Ajax]]<br />
| style="width:200px" | [[GVC Sai]]<br />
| style="width:200px" | [[SCv Scylla]]<br />
| style="width:200px" | [[ACv Malia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Aegis (158th)]]<br />
| style="width:200px" | [[GTCv Alexandria]]<br />
| style="width:200px" | [[GVC Somtus]]<br />
| style="width:200px" | [[SFg Damini]]<br />
| style="width:200px" | [[ACv Phaistos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Aegis (OTT)]]<br />
| style="width:200px" | [[GTCv Bellerophon]]<br />
| style="width:200px" | [[GVC Asarte]]<br />
| style="width:200px" | [[SGs Asura]]<br />
| style="width:200px" | [[NCv Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Aegis (IPA)]]<br />
| style="width:200px" | [[GTCv Chimera]]<br />
| style="width:200px" | [[GVC Naunet]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AC Heraklion (ASW)]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Alcyone]]<br />
| style="width:200px" | [[GTCv Chiron]]<br />
| style="width:200px" | [[HLC Defiler]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKFf Adamantium]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBC Black Widow]]<br />
| style="width:200px" | [[GTCv Cobra]]<br />
| style="width:200px" | [[VEC Joh]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKCve Orichalcum]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBC Blade]]<br />
| style="width:200px" | [[GTCv Eris]]<br />
| style="width:200px" | [[GVCv Mandes]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[KCSL Hecatos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Boreas]]<br />
| style="width:200px" | [[GTCv Nike]]<br />
| style="width:200px" | [[GVCv Pachet]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKCs Iliaster]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Cretheus]]<br />
| style="width:200px" | [[GTCv Oberon]]<br />
| style="width:200px" | [[GVCv Udjat]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Eris]]<br />
| style="width:200px" | [[GTCv Ragnarok]]<br />
| style="width:200px" | [[GVCv Petbe]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Garm]]<br />
| style="width:200px" | [[GTCv Reyena]]<br />
| style="width:200px" | [[VECv Duat]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Gryphon]]<br />
| style="width:200px" | [[GTCv Valhalla]]<br />
| style="width:200px" | [[VECv Geb]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Hyperion]]<br />
| style="width:200px" | [[ITCv Raiden]]<br />
| style="width:200px" | [[GVMCv Wepwawet]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Mars]]<br />
| style="width:200px" | [[NTCv Echelon]]<br />
| style="width:200px" | [[GVC Repten]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTxC Njord]]<br />
| style="width:200px" | [[PTCv Baranek]]<br />
| style="width:200px" | [[GVCv Satyrs]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Odysseus]]<br />
| style="width:200px" | [[SOCv Ehreos]]<br />
| style="width:200px" | [[GTVF Amon-Re]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Ophion]]<br />
| style="width:200px" | [[SOCv Neptune]]<br />
| style="width:200px" | [[GVC Tuket]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Orc]]<br />
| style="width:200px" | [[SOCv Phobos ADv|SOCv Phobos Adv]]<br />
| style="width:200px" | [[GVGs Hemsut]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCt Piranha]]<br />
| style="width:200px" | [[GTFg Chrysaor]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Ticonderoga]]<br />
| style="width:200px" | [[GTFg Retribution]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Tyr]]<br />
| style="width:200px" | [[GTFf Saphah]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Unknown]]<br />
| style="width:200px" | [[UEFg Karuna]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Vidar]]<br />
| style="width:200px" | [[UEFg Narayana]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[LPC Galleon]]<br />
| style="width:200px" | [[GTGs Antwerpen]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[PC Rumrunner]]<br />
| style="width:200px" | [[GTGs Enforcer]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[ITC Dainishi]]<br />
| style="width:200px" | [[GTGb Praetorian]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCv Morana]]<br />
| style="width:200px" | [[GTC Rhea]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCv Tane]]<br />
| style="width:200px" | [[GTCv Phobos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[SOC Oculus]]<br />
| style="width:200px" | [[GTC Avenger]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTVFg Arpyia]]<br />
| style="width:200px" | [[GTMf Sparta]]<br />
| style="width:200px" |<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Phoenix Rising]]<br />
| style="width:200px" | [[GTCv Calypso]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Atlantis]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Large Capital Ships (Carriers, Destroyers and Super Destroyers)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBCr Tennyson]]<br />
| style="width:200px" | [[GTD Gaia]]<br />
| style="width:200px" | [[GVCa Kabechet]]<br />
| style="width:200px" | [[SCa Shiamak]]<br />
| style="width:200px" | [[ACa Akrotiri]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EACa Telemus]]<br />
| style="width:200px" | [[GTD Henderson]]<br />
| style="width:200px" | [[GVCa Tanen]]<br />
| style="width:200px" | [[SD Iblis]]<br />
| style="width:200px" | [[AD Achladia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Canberra]]<br />
| style="width:200px" | [[GTD Hera]]<br />
| style="width:200px" | [[GVD Apothess]]<br />
| style="width:200px" | [[SD Kismat]]<br />
| style="width:200px" | [[AD Odigitria]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCar Fury]]<br />
| style="width:200px" | [[GTD Icelus]]<br />
| style="width:200px" | [[GVD Asarte]]<br />
| style="width:200px" | [[SD Vassago]]<br />
| style="width:200px" | [[AD Pylos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Galaxy]]<br />
| style="width:200px" | [[GTD Legion (Orion)]]<br />
| style="width:200px" | [[GVD Hedetet]]<br />
| style="width:200px" | [[SSD Diablo]]<br />
| style="width:200px" | [[ND Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTTCa Hestia]]<br />
| style="width:200px" | [[GTD Megaera]]<br />
| style="width:200px" | [[HLD Mefdef]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[ASD Minos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Phoenix]]<br />
| style="width:200px" | [[GTD Ioa]]<br />
| style="width:200px" | [[VCI Bastet]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[HEC Typhoon]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCr Trifid]]<br />
| style="width:200px" | [[GTHD Orion Mk2]]<br />
| style="width:200px" | [[GVSD Hetka]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKBc Azoth]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Warlock]]<br />
| style="width:200px" | [[GTD Orion Phase II]]<br />
| style="width:200px" | [[GVD Hathor]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[NCa Vampire]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TCa Constellation]]<br />
| style="width:200px" | [[GTD Raynor]]<br />
| style="width:200px" | [[GVD Pharaoh]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TCa Sagittarius]]<br />
| style="width:200px" | [[GTD Sirona]]<br />
| style="width:200px" | [[GVD Apophis]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAD Lindos]]<br />
| style="width:200px" | [[GTD Titan]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EASD Nemesis]]<br />
| style="width:200px" | [[GTD Wotan]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAD Tereus]]<br />
| style="width:200px" | [[GTD Zagreus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CCD Kiev]]<br />
| style="width:200px" | [[ITD Ryujin]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[FD Vexor]]<br />
| style="width:200px" | [[NTD Liberty]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Agamenmon]]<br />
| style="width:200px" | [[Emperor]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Alexander]]<br />
| style="width:200px" | [[SOD Segomo]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Atropos]]<br />
| style="width:200px" | [[TD Reliant]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Boreas]]<br />
| style="width:200px" | [[UED Solaris]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Daegon]]<br />
| style="width:200px" | [[GTCa Nemesis (Old)]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSD Bastion]]<br />
| style="width:200px" | [[SOC Galatea]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[SOSD Olemus]]<br />
| style="width:200px" | [[GTSD Odin]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSD Anchorage]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Super Capital Ships (Battleships, Dreadnoughts and Juggernauts)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTVBS Archangel Mk2]]<br />
| style="width:200px" | [[SODn Solaris]]<br />
| style="width:200px" | [[GVSJ Sechat-Hor]]<br />
| style="width:200px" | [[SJ Amritaya]]<br />
| style="width:200px" | [[AJ Androgeos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDn Archangel]]<br />
| style="width:200px" | [[TSJ Icanus]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SSJ Dante]]<br />
| style="width:200px" | [[Vishnan Preserver]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBs Moscow]]<br />
| style="width:200px" | [[GTVA Colossus Mk II]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SSJ Gigas]]<br />
| style="width:200px" | [[AJ Androgeos (Old)]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTVA Titan]]<br />
| style="width:200px" | [[TSJ Amaterasu]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SPD Vinaashak]]<br />
| style="width:200px" | [[HEHc Hurricane V]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[SSJ Gigas (Old)]]<br />
| style="width:200px" | <br />
|}<br />
<br />
==Installations (Dry Docks, Star Bases and Jump Gates)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CI Haven]]<br />
| style="width:200px" | [[GTI Melia]]<br />
| style="width:200px" | [[GVI Abthys]]<br />
| style="width:200px" | [[SI Acridon]]<br />
| style="width:200px" | [[AI Thera]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAI Andromeda]]<br />
| style="width:200px" | [[GTI Nareos]]<br />
| style="width:200px" | [[GVI Cairo]]<br />
| style="width:200px" | [[SI Arachnas]]<br />
| style="width:200px" | [[AI Pyrgos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAI Lycaon]]<br />
| style="width:200px" | [[GTI Samson]]<br />
| style="width:200px" | [[GVI Cairo Extension]]<br />
| style="width:200px" | [[SI Hara]]<br />
| style="width:200px" | [[AKI Alkahest]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Acheron]]<br />
| style="width:200px" | [[GTDI Titan]]<br />
| style="width:200px" | [[GVI Cheops]]<br />
| style="width:200px" | [[Shivan JumpGate]]<br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Aeglos]]<br />
| style="width:200px" | [[GTI Whitehall]]<br />
| style="width:200px" | [[GVI Karnak]]<br />
| style="width:200px" | [[SI Arachnas(Old)]]<br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTExD Arcadia Defender]]<br />
| style="width:200px" | [[ITI Yomi]]<br />
| style="width:200px" | [[GVI Ogdoad]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Arcas]]<br />
| style="width:200px" | [[PCI Phoron]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Asteria]]<br />
| style="width:200px" | [[TI Achilles]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Athens]]<br />
| style="width:200px" | [[TSS Exos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Atlantis]]<br />
| style="width:200px" | [[TDS 1]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTMI Aule]]<br />
| style="width:200px" | [[TDS 2]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Bretonia]]<br />
| style="width:200px" | [[TPG 1]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Chamelion]]<br />
| style="width:200px" | [[Alliance Jump Gate]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDk Acropolis]] {{WH}}{{WU}}<br />
| style="width:200px" | [[GTExA]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDS Goliath]]<br />
| style="width:200px" | [[Intrasystem Gate]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTExC]]<br />
| style="width:200px" | [[Asteroid Installation]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Jump Gate]]<br />
| style="width:200px" | [[Gas Refinery]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Silex]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Non-Combatants (Freighters, Transports and Auxilliaries)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAFr Belus]]<br />
| style="width:200px" | [[GTT Corsair]] {{WH}}{{WU}}<br />
| style="width:200px" | [[GVFr Shai]]<br />
| style="width:200px" | [[ST Xerxes]]<br />
| style="width:200px" | [[RLFr Margay]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Aether]]<br />
| style="width:200px" | [[GTT Naxos]]<br />
| style="width:200px" | [[GVT Isten]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[ATT Dallie]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDS Briareos]]<br />
| style="width:200px" | [[GTT Svalin]] {{WU}}<br />
| style="width:200px" | [[GVT Qeb]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AS Kamilari]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Clarius]]<br />
| style="width:200px" | [[GTT Titan]]<br />
| style="width:200px" | [[GVT Sesmu]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[LS Bek'Tah|Bek'Tah Support Ship]] {{WU}}<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Cyllene]]<br />
| style="width:200px" | [[TT Pericles]]<br />
| style="width:200px" | [[GVSC Imhotep]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AFr Phaistos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Demeter]]<br />
| style="width:200px" | [[UET Kadmos]]<br />
| style="width:200px" | [[GVSC Neith]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Sizifus]]<br />
| style="width:200px" | [[UET Upanishad]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Ulmo]]<br />
| style="width:200px" | [[GTA Caerus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Vela]]<br />
| style="width:200px" | [[GTE Ehnaton]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[UEFr Demeter]]<br />
| style="width:200px" | [[GTE Vidar]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TG Bromios]]<br />
| style="width:200px" | [[TSC Icarus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCol Columbus]]<br />
| style="width:200px" | [[UEA Oculus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCVl Majestic]]<br />
| style="width:200px" | [[Terran Probe]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCVl Splendid]]<br />
| style="width:200px" | [[GTEP Bachus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTL Anemoi]] {{WH}}{{WN}}<br />
| style="width:200px" | [[GTS Abaris]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[UEM Florence]] {{WH}}{{WN}}<br />
| style="width:200px" | [[GTS Eos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFT Constantine]]<br />
| style="width:200px" | [[GTT Anatis]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSC Copernicus]]<br />
| style="width:200px" | [[PATr Baracuda]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSC Cyrene]]<br />
| style="width:200px" | [[GTT Star Rider]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDr Phidias]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | [[GTT Wyvern]] {{WH}}{{WU}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSh Mercury]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Other (Cargo Pods, Sentry Guns, Etc)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAFr Belus Cargo]]<br />
| style="width:200px" | [[GTFr Vela Cargo]]<br />
| style="width:200px" | [[Vasudan Mine]]<br />
| style="width:200px" | [[SSG Annihilator]]<br />
| style="width:200px" | [[RLCg A09]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Clarius Cargo]]<br />
| style="width:200px" | [[TDM Hephaestus]]<br />
| style="width:200px" | [[GVSG Ammut]]<br />
| style="width:200px" | [[SSG Erebos]]<br />
| style="width:200px" | [[RLCg A17]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Cyllene Cargo]]<br />
| style="width:200px" | [[GTSG Balmung]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SSG Somnath]]<br />
| style="width:200px" | [[AC Phaistos Cargo]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Sizifus Cargo 1]]<br />
| style="width:200px" | [[GTSG Euphrates]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[TDD]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Sizifus Cargo 2]]<br />
| style="width:200px" | [[GTSG Safat]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[Alien Defense Station]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[BSSG Myrdin]]<br />
| style="width:200px" | [[Stalker Class Probe]] {{WH}}{{WU}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[UNX]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSG Gungnir]]<br />
| style="width:200px" | [[GTSG Gunstar]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[Serious Sandwich]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSG Wolverine]]<br />
| style="width:200px" | [[GTSG Pyre]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Cargo Platform]] {{WH}}{{WU}}{{RI|Ship=Cargo Platform}}<br />
| style="width:200px" | [[Modular Construction Kit]] {{WH}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TGas-1]] {{WH}}{{WU}}<br />
| style="width:200px" | [[GTSG Sleipnir]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Gas Ring]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Notes to Wiki contributors==<br />
*To add a new ship use a sample template or copy and modify the source from an existing page. For screenshots I've been going with the size 480x340 as standard. But this is completely arbitrary and anything around that size is probably acceptable.<br />
*The format can be difficult to edit. It is perfectly acceptable to simply tack on your ship at the bottom of the appropriate column. Someone else can then later edit it in if desired. <br />
*When adding, please place your new ship in the appropriate column. There are two columns for Terrans, one for Vasudans and Shivans and one for other. If your ship belongs to a non-canon species please place it in the OTHER column.<br />
*This is for mods which are not meant as replacements for stock models. Meaning that, an HTL version of the GTFr Chronos does not belong here. Modified stock models on other hand may be acceptable. Ie the GTFr Aether is a Chronos with a pod attached and an extra turret.<br />
*Should two different models have the same name, add the author's name in brackets as a suffix. (or alternatively the mod pack name)<br />
*Add only ready models which are released and freely available. Always include a download link. It is okay if you later update it.<br />
*If you do not want to write a description for your mod, simply add the name of your ship, which redirects the browser to a download link or website.<br />
<br />
[[Category: Mod Database]]</div>Talon1024https://wiki.hard-light.net/index.php?title=User-made_Ships&diff=39167User-made Ships2012-07-19T19:01:47Z<p>Talon1024: </p>
<hr />
<div>__NOTOC__<br />
{|-<br />
{|border=0 cellpadding=4 cellspacing=0 style="margin: 0 0 1em 1em; background: #000; border: 0px #000 solid; border-collapse: collapse;"<br />
|-<br />
|{{UMS-Legend}}<br />
|width=510px|The following is a list of released, user-made ship mods for [[Freespace 2]], for use in the creation of custom missions and campaigns. <br><br><br />
*For canon ship classes from FreeSpace: The Great War: [[Great War-era craft]]<br />
*For canon ship classes from FreeSpace 2: [[FreeSpace 2-era craft]]<br />
*For ships from The Babylon Project: [[TBP shiplist|The Babylon Project craft]]<br />
*For ships from Wings of Dawn: [[Wings_of_Dawn_Ships|Wings of Dawn craft]]<br />
|-<br />
|}<br />
|}<br />
<br />
==Downloadable mods==<br />
==Fighter Craft==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Bad Ulysses]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | [[GTF Perseus Adv]]<br />
| style="width:200px" | [[GVAf Apis]]<br />
| style="width:200px" | [[SF Chelob]] {{WU}}<br />
| style="width:200px" | [[AF Charlatan]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[CCF Minsk]] {{WU}}{{WN}}<br />
| style="width:200px" | [[GTF Phoenix (Nuke)]]<br />
| style="width:200px" | [[GVDr Scarab]]<br />
| style="width:200px" | [[SF Chimera]] {{WU}}<br />
| style="width:200px" | [[AF Kato]] {{WH}}{{WU}}{{WN}}<br />
|- align="left"<br />
| style="width:200px" | [[CCF Volkov]] {{WU}}{{WN}}<br />
| style="width:200px" | [[GTF Phoenix (TrashMan)]]<br />
| style="width:200px" | [[GVF Anouke]] {{WH}} {{WU}}<br />
| style="width:200px" | [[SF Gorgon]] {{WU}}<br />
| style="width:200px" | [[AF Phylaki]] {{WH}}{{WU}}{{WN}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Acheron]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | [[GTF Raziel]] {{RI|Ship=GTF Raziel}}<br />
| style="width:200px" | [[GVF Apis]] <br />
| style="width:200px" | [[SF Harpy]] {{WU}}<br />
| style="width:200px" | [[Bek'Tah Interceptor]] {{WU}}{{RI|Ship=Bek'Tah Interceptor}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Claymore Mk1]]<br />
| style="width:200px" | [[GTF Selkie]] {{WH}}{{WU}}{{BC}}<br />
| style="width:200px" | [[GVF Ennead]]<br />
| style="width:200px" | [[SF Hydra]] {{WU}}<br />
| style="width:200px" | [[HEF Blizzard]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Claymore Mk2]]<br />
| style="width:200px" | [[GTF Starstrider]]<br />
| style="width:200px" | [[GVF Heket]]<br />
| style="width:200px" | [[SF Ifrit]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | [[KCSL Kama]] {{WH}}{{WU}}{{WN}}{{RI|Ship=KCSL Kama}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Claymore Mk3]]<br />
| style="width:200px" | [[GTF Svalin]]<br />
| style="width:200px" | [[GVF Heptu]]<br />
| style="width:200px" | [[SF Naga]] {{WU}}<br />
| style="width:200px" | [[Lethe]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Lethe]]<br />
| style="width:200px" | [[GTF Vampire]]<br />
| style="width:200px" | [[GVF Heset]] {{WU}}<br />
| style="width:200px" | [[SF Scorpion II]]<br />
| style="width:200px" | [[Lizard Huntercraft]] {{WU}}{{RI|Ship=Lizard Huntercraft}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Stentor]]<br />
| style="width:200px" | [[GTF Vesuvius]]<br />
| style="width:200px" | [[GVF Imset]] {{WH}} {{WU}}<br />
| style="width:200px" | [[SF Serpent]] {{WU}}<br />
| style="width:200px" | [[Lizard Killercraft]] {{WU}}{{RI|Ship=Lizard Killercraft}}<br />
|- align="left"<br />
| style="width:200px" | [[EAF Styx]]<br />
| style="width:200px" | [[GTF Ymir]]<br />
| style="width:200px" | [[GVF Khepri]] {{WU}}<br />
| style="width:200px" | [[SF Succubus (INF)]] {{WU}}{{RI|Ship=SF Succubus}}<br />
| style="width:200px" | [[Lizard Swarmercraft]] {{WU}}{{RI|Ship=Lizard Swarmercraft}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Jackal]]<br />
| style="width:200px" | [[GTVF Hestia]]<br />
| style="width:200px" | [[GVF Mihos]]<br />
| style="width:200px" | [[SF Succubus (Nuke)]] {{WU}}<br />
| style="width:200px" | [[NF Banshee]] {{WH}}{{WU}}{{RI|Ship=NF Banshee}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Lancer]]<br />
| style="width:200px" | [[IH2 Sunrider]]<br />
| style="width:200px" | [[GVF Reshef]]<br />
| style="width:200px" | [[Space Spider]]<br />
| style="width:200px" | [[NF Larvae]] {{WH}}{{WU}}{{RI|Ship=NF Larvae}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Mig]]<br />
| style="width:200px" | [[ITF Anan]]<br />
| style="width:200px" | [[GVF Saqqara]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[NF Phantasm]] {{WH}}{{WU}}{{RI|Ship=NF Phantasm}}<br />
|- align="left"<br />
| style="width:200px" | [[FTF Wraith]]<br />
| style="width:200px" | [[ITF Benkei]]<br />
| style="width:200px" | [[GVF Scarab]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[NF Unknown]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[FTFx Thor]]<br />
| style="width:200px" | [[ITF Oni]]<br />
| style="width:200px" | [[GVF Seker]] {{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | [[RLF Panther]] {{WU}}{{RI|Ship=RLF Panther}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Achilles]]<br />
| style="width:200px" | [[PF Chimera]]<br />
| style="width:200px" | [[GVF Shrike]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[RLF Tigris]] {{WU}}{{RI|Ship=RLF Tigris}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Agias]]<br />
| style="width:200px" | [[PF Hellbat]]<br />
| style="width:200px" | [[GVF Shu]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[T-MF Cataphract]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Alves]]<br />
| style="width:200px" | [[PF Satyr]]<br />
| style="width:200px" | [[PVDr Jackal]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[T-MF Hussar]] {{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Angel (non-canon)|GTF Angel]]<br />
| style="width:200px" | [[PF Shagrath]]<br />
| style="width:200px" | [[PVF Seshat]] {{WU}} {{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | [[UF Notus]] {{WH}}{{WU}}<br />
|- align="left"<br />
| style="width:200px" | [[GTF Antaeus]]<br />
| style="width:200px" | [[PF Vulture]]<br />
| style="width:200px" | [[VEF Anhur MkIV]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Apollo Prototype]]<br />
| style="width:200px" | [[PTF Kulas]]<br />
| style="width:200px" | [[VEF Aoh]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Archon]]<br />
| style="width:200px" | [[Pyro GX]]<br />
| style="width:200px" | [[VEFx Yaaru]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Aurora]]<br />
| style="width:200px" | [[Scimitar (Aldo)]]<br />
| style="width:200px" | [[VRC Inpu]] {{WH}} {{WU}} {{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Autolycus]]<br />
| style="width:200px" | [[SOF Banshee]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Carabus]]<br />
| style="width:200px" | [[SOF Chaos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Chaos]]<br />
| style="width:200px" | [[SOF Horae ]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Cyone]]<br />
| style="width:200px" | [[SOF Ophion]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Daedelus]]<br />
| style="width:200px" | [[Spacesuit]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Donar]]<br />
| style="width:200px" | [[STVsF Nightwing]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Draco]]<br />
| style="width:200px" | [[TDr Firebee]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Enceladus]]<br />
| style="width:200px" | [[TF Falcon]] {{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Eos]]<br />
| style="width:200px" | [[TF Gefjon]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Ezechiel]]<br />
| style="width:200px" | [[TF Ion]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Falcon]] <br />
| style="width:200px" | [[TF Kestrel]] {{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Hercules Mk3]]<br />
| style="width:200px" | [[TF Kvasir]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Icarus]]<br />
| style="width:200px" | [[TF Mustang Alpha]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Kelpie]]<br />
| style="width:200px" | [[TF Mustang Beta]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Keres]]<br />
| style="width:200px" | [[TF Shrike]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Ladiel]]<br />
| style="width:200px" | [[UEF Izra'il]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Leto]]<br />
| style="width:200px" | [[UTF Cherokee]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Losna]]<br />
| style="width:200px" | [[UTF Comanche]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTF Maverick]]<br />
| style="width:200px" | [[UTF Seminole]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Bomber Craft==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CCB Gurkov]]<br />
| style="width:200px" | [[GTB Hydra]]<br />
| style="width:200px" | [[GTVB Hesat]]<br />
| style="width:200px" | [[SB Durja]]<br />
| style="width:200px" | [[AB Attis]]<br />
|- align="left"<br />
| style="width:200px" | [[EAB Gagana]]<br />
| style="width:200px" | [[GTB Jotun]]<br />
| style="width:200px" | [[GVB Atlas]]<br />
| style="width:200px" | [[SB Kahlan]]<br />
| style="width:200px" | [[AB Satyr]]<br />
|- align="left"<br />
| style="width:200px" | [[EAB Peregrine]]<br />
| style="width:200px" | [[GTB Kronus]]<br />
| style="width:200px" | [[GVB Imset]]<br />
| style="width:200px" | [[SB Kasdeya]]<br />
| style="width:200px" | [[AB Zakros]]<br />
|- align="left"<br />
| style="width:200px" | [[FTB Saracen]]<br />
| style="width:200px" | [[GTB Maelstrom]]<br />
| style="width:200px" | [[GVB Petbe]]<br />
| style="width:200px" | [[SB Vindhyachal]]<br />
| style="width:200px" | [[Bek'Tah Bomber]]<br />
|- align="left"<br />
| style="width:200px" | [[GTB Apollyon]]<br />
| style="width:200px" | [[GTB Nemesis]]<br />
| style="width:200px" | [[VEB Shai]]<br />
| style="width:200px" | [[SB Yali]]<br />
| style="width:200px" | [[NB Unknown]]<br />
|- align="left"<br />
| style="width:200px" | [[GTTB Armageddon]]<br />
| style="width:200px" | [[GTB Phoebus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[T-MB Cuirassier]]<br />
|- align="left"<br />
| style="width:200px" | [[GTB Holler]]<br />
| style="width:200px" | [[GTB Rhea]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[NB Ghoul]]<br />
|- align="left"<br />
| style="width:200px" | [[TB Atlas]] {{WU}}{{WN}}<br />
| style="width:200px" | [[GTB Sabus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Azaes]]<br />
| style="width:200px" | [[GTsB Scimitar]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Callisto]]<br />
| style="width:200px" | [[GTB Surt]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTVB Chnubis]]<br />
| style="width:200px" | [[GTB Thunderbolt]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Claymore]]<br />
| style="width:200px" | [[GTB Uriel]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Danaus]]<br />
| style="width:200px" | [[PB Sepuelture]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Diana]]<br />
| style="width:200px" | [[UTB Navajo]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Gagana]]<br />
| style="width:200px" | [[UTB Yurok]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Hera]]<br />
| style="width:200px" | [[SOB Jotun D.H.]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[UEB Vajradhara]]<br />
| style="width:200px" | [[GTB Archangel]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|- align="left"<br />
| style="width:200px" | [[GTB Berserker]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Capital Ships (Cruisers, Corvettes, Frigates and Gunships)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CCCa Andropov]]<br />
| style="width:200px" | [[SOC Orc]]<br />
| style="width:200px" | [[GVC Aten Mk2]]<br />
| style="width:200px" | [[SC Abel]]<br />
| style="width:200px" | [[AC Gordia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Aesacus]]<br />
| style="width:200px" | [[TC Damocles]]<br />
| style="width:200px" | [[GVC Mafdet]]<br />
| style="width:200px" | [[SC Lamia]]<br />
| style="width:200px" | [[AC Heraklion]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Avalonian]]<br />
| style="width:200px" | [[UEC Sanctus]]<br />
| style="width:200px" | [[GVC Mekhet]]<br />
| style="width:200px" | [[SC Raguel]]<br />
| style="width:200px" | [[AC Malia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Eclipse]]<br />
| style="width:200px" | [[EACv Darkness]]<br />
| style="width:200px" | [[GVC Newet]]<br />
| style="width:200px" | [[SC Rictus]]<br />
| style="width:200px" | [[NC Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAC Evangelist]]<br />
| style="width:200px" | [[GTCv Ajax]]<br />
| style="width:200px" | [[GVC Sai]]<br />
| style="width:200px" | [[SCv Scylla]]<br />
| style="width:200px" | [[ACv Malia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Aegis (158th)]]<br />
| style="width:200px" | [[GTCv Alexandria]]<br />
| style="width:200px" | [[GVC Somtus]]<br />
| style="width:200px" | [[SFg Damini]]<br />
| style="width:200px" | [[ACv Phaistos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Aegis (OTT)]]<br />
| style="width:200px" | [[GTCv Bellerophon]]<br />
| style="width:200px" | [[GVC Asarte]]<br />
| style="width:200px" | [[SGs Asura]]<br />
| style="width:200px" | [[NCv Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Aegis (IPA)]]<br />
| style="width:200px" | [[GTCv Chimera]]<br />
| style="width:200px" | [[GVC Naunet]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AC Heraklion (ASW)]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Alcyone]]<br />
| style="width:200px" | [[GTCv Chiron]]<br />
| style="width:200px" | [[HLC Defiler]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKFf Adamantium]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBC Black Widow]]<br />
| style="width:200px" | [[GTCv Cobra]]<br />
| style="width:200px" | [[VEC Joh]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKCve Orichalcum]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBC Blade]]<br />
| style="width:200px" | [[GTCv Eris]]<br />
| style="width:200px" | [[GVCv Mandes]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[KCSL Hecatos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Boreas]]<br />
| style="width:200px" | [[GTCv Nike]]<br />
| style="width:200px" | [[GVCv Pachet]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKCs Iliaster]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Cretheus]]<br />
| style="width:200px" | [[GTCv Oberon]]<br />
| style="width:200px" | [[GVCv Udjat]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Eris]]<br />
| style="width:200px" | [[GTCv Ragnarok]]<br />
| style="width:200px" | [[GVCv Petbe]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Garm]]<br />
| style="width:200px" | [[GTCv Reyena]]<br />
| style="width:200px" | [[VECv Duat]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Gryphon]]<br />
| style="width:200px" | [[GTCv Valhalla]]<br />
| style="width:200px" | [[VECv Geb]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Hyperion]]<br />
| style="width:200px" | [[ITCv Raiden]]<br />
| style="width:200px" | [[GVMCv Wepwawet]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Mars]]<br />
| style="width:200px" | [[NTCv Echelon]]<br />
| style="width:200px" | [[GVC Repten]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTxC Njord]]<br />
| style="width:200px" | [[PTCv Baranek]]<br />
| style="width:200px" | [[GVCv Satyrs]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Odysseus]]<br />
| style="width:200px" | [[SOCv Ehreos]]<br />
| style="width:200px" | [[GTVF Amon-Re]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Ophion]]<br />
| style="width:200px" | [[SOCv Neptune]]<br />
| style="width:200px" | [[GVC Tuket]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Orc]]<br />
| style="width:200px" | [[SOCv Phobos ADv|SOCv Phobos Adv]]<br />
| style="width:200px" | [[GVGs Hemsut]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCt Piranha]]<br />
| style="width:200px" | [[GTFg Chrysaor]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Ticonderoga]]<br />
| style="width:200px" | [[GTFg Retribution]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Tyr]]<br />
| style="width:200px" | [[GTFf Saphah]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Unknown]]<br />
| style="width:200px" | [[UEFg Karuna]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Vidar]]<br />
| style="width:200px" | [[UEFg Narayana]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[LPC Galleon]]<br />
| style="width:200px" | [[GTGs Antwerpen]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[PC Rumrunner]]<br />
| style="width:200px" | [[GTGs Enforcer]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[ITC Dainishi]]<br />
| style="width:200px" | [[GTGb Praetorian]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCv Morana]]<br />
| style="width:200px" | [[GTC Rhea]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCv Tane]]<br />
| style="width:200px" | [[GTCv Phobos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[SOC Oculus]]<br />
| style="width:200px" | [[GTC Avenger]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTVFg Arpyia]]<br />
| style="width:200px" | [[GTMf Sparta]]<br />
| style="width:200px" |<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Phoenix Rising]]<br />
| style="width:200px" | [[GTCv Calypso]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTC Atlantis]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Large Capital Ships (Carriers, Destroyers and Super Destroyers)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBCr Tennyson]]<br />
| style="width:200px" | [[GTD Gaia]]<br />
| style="width:200px" | [[GVCa Kabechet]]<br />
| style="width:200px" | [[SCa Shiamak]]<br />
| style="width:200px" | [[ACa Akrotiri]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EACa Telemus]]<br />
| style="width:200px" | [[GTD Henderson]]<br />
| style="width:200px" | [[GVCa Tanen]]<br />
| style="width:200px" | [[SD Iblis]]<br />
| style="width:200px" | [[AD Achladia]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Canberra]]<br />
| style="width:200px" | [[GTD Hera]]<br />
| style="width:200px" | [[GVD Apothess]]<br />
| style="width:200px" | [[SD Kismat]]<br />
| style="width:200px" | [[AD Odigitria]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCar Fury]]<br />
| style="width:200px" | [[GTD Icelus]]<br />
| style="width:200px" | [[GVD Asarte]]<br />
| style="width:200px" | [[SD Vassago]]<br />
| style="width:200px" | [[AD Pylos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Galaxy]]<br />
| style="width:200px" | [[GTD Legion (Orion)]]<br />
| style="width:200px" | [[GVD Hedetet]]<br />
| style="width:200px" | [[SSD Diablo]]<br />
| style="width:200px" | [[ND Unknown]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTTCa Hestia]]<br />
| style="width:200px" | [[GTD Megaera]]<br />
| style="width:200px" | [[HLD Mefdef]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[ASD Minos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Phoenix]]<br />
| style="width:200px" | [[GTD Ioa]]<br />
| style="width:200px" | [[VCI Bastet]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[HEC Typhoon]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCr Trifid]]<br />
| style="width:200px" | [[GTHD Orion Mk2]]<br />
| style="width:200px" | [[GVSD Hetka]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AKBc Azoth]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCa Warlock]]<br />
| style="width:200px" | [[GTD Orion Phase II]]<br />
| style="width:200px" | [[GVD Hathor]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[NCa Vampire]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TCa Constellation]]<br />
| style="width:200px" | [[GTD Raynor]]<br />
| style="width:200px" | [[GVD Pharaoh]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TCa Sagittarius]]<br />
| style="width:200px" | [[GTD Sirona]]<br />
| style="width:200px" | [[GVD Apophis]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAD Lindos]]<br />
| style="width:200px" | [[GTD Titan]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EASD Nemesis]]<br />
| style="width:200px" | [[GTD Wotan]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAD Tereus]]<br />
| style="width:200px" | [[GTD Zagreus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CCD Kiev]]<br />
| style="width:200px" | [[ITD Ryujin]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[FD Vexor]]<br />
| style="width:200px" | [[NTD Liberty]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Agamenmon]]<br />
| style="width:200px" | [[Emperor]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Alexander]]<br />
| style="width:200px" | [[SOD Segomo]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Atropos]]<br />
| style="width:200px" | [[TD Reliant]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Boreas]]<br />
| style="width:200px" | [[UED Solaris]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTD Daegon]]<br />
| style="width:200px" | [[GTCa Nemesis (Old)]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSD Bastion]]<br />
| style="width:200px" | [[SOC Galatea]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[SOSD Olemus]]<br />
| style="width:200px" | [[GTSD Odin]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSD Anchorage]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Super Capital Ships (Battleships, Dreadnoughts and Juggernauts)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTVBS Archangel Mk2]]<br />
| style="width:200px" | [[SODn Solaris]]<br />
| style="width:200px" | [[GVSJ Sechat-Hor]]<br />
| style="width:200px" | [[SJ Amritaya]]<br />
| style="width:200px" | [[AJ Androgeos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDn Archangel]]<br />
| style="width:200px" | [[TSJ Icanus]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SSJ Dante]]<br />
| style="width:200px" | [[Vishnan Preserver]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTBs Moscow]]<br />
| style="width:200px" | [[GTVA Colossus Mk II]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SSJ Gigas]]<br />
| style="width:200px" | [[AJ Androgeos (Old)]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTVA Titan]]<br />
| style="width:200px" | [[TSJ Amaterasu]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SPD Vinaashak]]<br />
| style="width:200px" | [[HEHc Hurricane V]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[SSJ Gigas (Old)]]<br />
| style="width:200px" | <br />
|}<br />
<br />
==Installations (Dry Docks, Star Bases and Jump Gates)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[CI Haven]]<br />
| style="width:200px" | [[GTI Melia]]<br />
| style="width:200px" | [[GVI Abthys]]<br />
| style="width:200px" | [[SI Acridon]]<br />
| style="width:200px" | [[AI Thera]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAI Andromeda]]<br />
| style="width:200px" | [[GTI Nareos]]<br />
| style="width:200px" | [[GVI Cairo]]<br />
| style="width:200px" | [[SI Arachnas]]<br />
| style="width:200px" | [[AI Pyrgos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAI Lycaon]]<br />
| style="width:200px" | [[GTI Samson]]<br />
| style="width:200px" | [[GVI Cairo Extension]]<br />
| style="width:200px" | [[SI Hara]]<br />
| style="width:200px" | [[AKI Alkahest]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Acheron]]<br />
| style="width:200px" | [[GTDI Titan]]<br />
| style="width:200px" | [[GVI Cheops]]<br />
| style="width:200px" | [[Shivan JumpGate]]<br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Aeglos]]<br />
| style="width:200px" | [[GTI Whitehall]]<br />
| style="width:200px" | [[GVI Karnak]]<br />
| style="width:200px" | [[SI Arachnas(Old)]]<br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTExD Arcadia Defender]]<br />
| style="width:200px" | [[ITI Yomi]]<br />
| style="width:200px" | [[GVI Ogdoad]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Arcas]]<br />
| style="width:200px" | [[PCI Phoron]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Asteria]]<br />
| style="width:200px" | [[TI Achilles]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Athens]]<br />
| style="width:200px" | [[TSS Exos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Atlantis]]<br />
| style="width:200px" | [[TDS 1]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTMI Aule]]<br />
| style="width:200px" | [[TDS 2]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Bretonia]]<br />
| style="width:200px" | [[TPG 1]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Chamelion]]<br />
| style="width:200px" | [[Alliance Jump Gate]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDk Acropolis]] {{WH}}{{WU}}<br />
| style="width:200px" | [[GTExA]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDS Goliath]]<br />
| style="width:200px" | [[Intrasystem Gate]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTExC]]<br />
| style="width:200px" | [[Asteroid Installation]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Jump Gate]]<br />
| style="width:200px" | [[Gas Refinery]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTI Silex]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Non-Combatants (Freighters, Transports and Auxilliaries)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAFr Belus]]<br />
| style="width:200px" | [[GTT Corsair]] {{WH}}{{WU}}<br />
| style="width:200px" | [[GVFr Shai]]<br />
| style="width:200px" | [[ST Xerxes]]<br />
| style="width:200px" | [[RLFr Margay]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Aether]]<br />
| style="width:200px" | [[GTT Naxos]]<br />
| style="width:200px" | [[GVT Isten]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[ATT Dallie]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDS Briareos]]<br />
| style="width:200px" | [[GTT Svalin]] {{WU}}<br />
| style="width:200px" | [[GVT Qeb]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AS Kamilari]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Clarius]]<br />
| style="width:200px" | [[GTT Titan]]<br />
| style="width:200px" | [[GVT Sesmu]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[LS Bek'Tah|Bek'Tah Support Ship]] {{WU}}<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Cyllene]]<br />
| style="width:200px" | [[TT Pericles]]<br />
| style="width:200px" | [[GVSC Imhotep]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[AFr Phaistos]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Demeter]]<br />
| style="width:200px" | [[UET Kadmos]]<br />
| style="width:200px" | [[GVSC Neith]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Sizifus]]<br />
| style="width:200px" | [[UET Upanishad]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Ulmo]]<br />
| style="width:200px" | [[GTA Caerus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Vela]]<br />
| style="width:200px" | [[GTE Ehnaton]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[UEFr Demeter]]<br />
| style="width:200px" | [[GTE Vidar]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TG Bromios]]<br />
| style="width:200px" | [[TSC Icarus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCol Columbus]]<br />
| style="width:200px" | [[UEA Oculus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCVl Majestic]]<br />
| style="width:200px" | [[Terran Probe]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTCVl Splendid]]<br />
| style="width:200px" | [[GTEP Bachus]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTL Anemoi]] {{WH}}{{WN}}<br />
| style="width:200px" | [[GTS Abaris]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[UEM Florence]] {{WH}}{{WN}}<br />
| style="width:200px" | [[GTS Eos]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFT Constantine]]<br />
| style="width:200px" | [[GTT Anatis]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSC Copernicus]]<br />
| style="width:200px" | [[PATr Baracuda]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSC Cyrene]]<br />
| style="width:200px" | [[GTT Star Rider]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTDr Phidias]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | [[GTT Wyvern]] {{WH}}{{WU}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSh Mercury]] {{WH}}{{WU}}{{WN}}{{BC}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Other (Cargo Pods, Sentry Guns, Etc)==<br />
__NOTOC__<br />
{| border=1 cellpadding=0 style="background:#351515;"<br />
|- align="center"<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Terran'''<br />
| style="width:200px" |'''Vasudan'''<br />
| style="width:200px" |'''Shivan'''<br />
| style="width:200px" |'''Other'''<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[EAFr Belus Cargo]]<br />
| style="width:200px" | [[GTFr Vela Cargo]]<br />
| style="width:200px" | [[Vasudan Mine]]<br />
| style="width:200px" | [[SSG Annihilator]]<br />
| style="width:200px" | [[RLCg A09]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Clarius Cargo]]<br />
| style="width:200px" | [[TDM Hephaestus]]<br />
| style="width:200px" | [[GVSG Ammut]]<br />
| style="width:200px" | [[SSG Erebos]]<br />
| style="width:200px" | [[RLCg A17]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Cyllene Cargo]]<br />
| style="width:200px" | [[GTSG Balmung]]<br />
| style="width:200px" | <br />
| style="width:200px" | [[SSG Somnath]]<br />
| style="width:200px" | [[AC Phaistos Cargo]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Sizifus Cargo 1]]<br />
| style="width:200px" | [[GTSG Euphrates]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[TDD]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTFr Sizifus Cargo 2]]<br />
| style="width:200px" | [[GTSG Safat]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[Alien Defense Station]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[BSSG Myrdin]]<br />
| style="width:200px" | [[Stalker Class Probe]] {{WH}}{{WU}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[UNX]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSG Gungnir]]<br />
| style="width:200px" | [[GTSG Gunstar]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | [[Serious Sandwich]]<br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[GTSG Wolverine]]<br />
| style="width:200px" | [[GTSG Pyre]]<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Cargo Platform]] {{WH}}{{WU}}{{RI|Ship=Cargo Platform}}<br />
| style="width:200px" | [[Modular Construction Kit]] {{WH}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[TGas-1]] {{WH}}{{WU}}<br />
| style="width:200px" | [[GTSG Sleipnir]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
{| border=0 cellpadding=1 style="background:#000000;"<br />
|- align="left"<br />
| style="width:200px" | [[Gas Ring]] {{WH}}{{WU}}{{WN}}<br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
| style="width:200px" | <br />
|}<br />
<br />
==Notes to Wiki contributors==<br />
*To add a new ship use a sample template or copy and modify the source from an existing page. For screenshots I've been going with the size 480x340 as standard. But this is completely arbitrary and anything around that size is probably acceptable.<br />
*The format can be difficult to edit. It is perfectly acceptable to simply tack on your ship at the bottom of the appropriate column. Someone else can then later edit it in if desired. <br />
*When adding, please place your new ship in the appropriate column. There are two columns for Terrans, one for Vasudans and Shivans and one for other. If your ship belongs to a non-canon species please place it in the OTHER column.<br />
*This is for mods which are not meant as replacements for stock models. Meaning that, an HTL version of the GTFr Chronos does not belong here. Modified stock models on other hand may be acceptable. Ie the GTFr Aether is a Chronos with a pod attached and an extra turret.<br />
*Should two different models have the same name, add the author's name in brackets as a suffix. (or alternatively the mod pack name)<br />
*Add only ready models which are released and freely available. Always include a download link. It is okay if you later update it.<br />
*If you do not want to write a description for your mod, simply add the name of your ship, which redirects the browser to a download link or website.<br />
<br />
[[Category: Mod Database]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Animation_Code&diff=37945Animation Code2012-03-02T06:59:40Z<p>Talon1024: /* Animation Sub-Type */ Updated animation type names. Some were deprecated.</p>
<hr />
<div>{{TableVersion|5211|5332}}<br />
<br />
Known commonly as Bob's animation code as the code was written by Bobboau. Enables submodels defined in [[ships.tbl]] or in any related modular table to be animated in game. Animation code is included to the subsystem entry in similar manner as with [[Animation_Code#Setting_Turret_Angle|multipart turrets]]<br />
<br />
==Important Note: "$triggered:" Subobject Property==<br />
For any animated subobject other than turrets, you must have "$triggered:" written in the subobject properties field of that subobject for the model file (POF) that you wish to animate. See [[Subsystem]] for more information on Subsystem flags and options.<br />
<br />
==$Animation:==<br />
{{Table3610|*Animation classes are defined in submodels description<br />
*Syntax: '''String''', animation ''class''<br />
*'''Available animation types:'''<br />
**Triggered}}<br />
<br />
<br />
===Animation Type===<br />
{{Table3610|<br />
*Animation type defines when the animation is used<br />
*Currently supported animation types:<br />
**'''initial'''<br />
***Animation code is started when the mission begins. Unlike other animation types this requires only '''angle''' to be set<br />
**'''docking'''<br />
***Animation code is started when ship starts docking<br />
**'''docked'''<br />
***Animation code is started when ship is docked<br />
**'''primary-bank'''<br />
***Animation code is started when a primary bank is selected (armed)<br />
**'''secondary-bank'''<br />
***Animation code is started when a secondary bank is selected (armed)<br />
**'''fighterbay'''<br />
***Animation code starts when ship launches or receives others through its fighterbay<br />
**'''afterburner'''<br />
***Animation code is started when ships afterburner is engaged<br />
**'''turret-firing'''<br />
***Animation code is started when selected turret is firing<br />
**'''scripted'''<br />
***Animation code is started when it is triggered with scripts (see [[scripting.tbl]])<br />
*Syntax: '''$type:''' ''Type''}}<br />
<br />
===Animation Sub-Type===<br />
{{Table3610|<br />
*Optional more accurate descriptor for the animation type<br />
*'''primary-bank''' or '''secondary-bank'''<br />
**Syntax: '''+sub_type:''' ''Value'', 0 is the 1st weapon bank, 1 is the 2nd weapon bank, etc.<br />
*'''turret-firing'''<br />
**Syntax: '''+sub_type:''' ''Value'', model number of the turret that triggers the animation. NOTE: This feature currently does not work on multipart turrets.<br />
}}<br />
<br />
===Animation Code===<br />
<br />
<br />
====Initial type====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Syntax: '''Integer'''<br />
*'''+absolute_angle:''' OR '''+relative_angle:'''<br />
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.<br />
**Syntax: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds}}<br />
<br />
====Other types====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+absolute_angle:''' OR '''+relative_angle:'''<br />
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.<br />
**Syntax: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Units are in degrees per second. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defines acceleration speed of subobject rotation. Units are in degrees per second squared. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines the amount of time that the object will rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''$Sound:''' (Does not work with 'initial' animations)<br />
**Defines sounds that are played with the animation<br />
**'''+Start:'''<br />
***Defines the sound that is played when animation starts<br />
***Syntax: '''Integer'''<br />
**'''+Loop:'''<br />
***Defines the sound that is played when animation is going on<br />
***Syntax: '''Integer'''<br />
**'''+End:'''<br />
***Defines the sound that is played when animation stops<br />
***Syntax: '''Integer'''<br />
**'''+Radius:'''<br />
***Defines the distance from the submodel where the sound is audible<br />
***Syntax: '''Float''', meters}}<br />
<br />
==Animation Examples==<br />
<br />
<br />
===Setting Turret Angle===<br />
*Animation code can be used to set multipart turrets barrel angle at the beginning of the mission<br />
*'''Animation Class''' = triggered<br />
**The only one available<br />
*'''Animation Type''' = initial<br />
**As we want the barrels to align themselves at the beginning of the mission<br />
*'''Animation Code'''<br />
**'''+relative_angle:''' is good for this purpose<br />
**Notes about angles:<br />
***First value is used to determine the turret's barrels deviation from the turrets normal. So barrel elevation in degrees is ( 90 - the first value ).<br />
***Second value is used to determine the turret facing. With ''0'' the turret facing is in the normal setting and with ''180'' turn the turret completely around. Do note that turrets on the underside of the model normally face backwards, so to get these turrets pointing forwards the second value has to be set to 180.<br />
<br />
<br />
====Examples====<br />
<br />
<pre><br />
$Subsystem: turret02,0.833,1.0<br />
$Default PBanks: ( "Terran Turret" )<br />
$animation: triggered<br />
$type: initial<br />
+relative_angle: 90,180,0<br />
</pre><br />
<br />
<pre><br />
$Subsystem: DockingClaw1, 0, 1.0<br />
$Flags: ( "untargetable" )<br />
$animation: triggered<br />
$type: docking ;;The claw opens on approach<br />
+sub_type: 0 ;;The number of the associated dock (works with multidocking)<br />
+delay: 0<br />
+relative_angle: 0,0,90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
$animation: triggered<br />
$type: docked ;;The claw closes once docked<br />
+sub_type: 0<br />
+delay: 0<br />
+relative_angle: 0,0,-90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
</pre><br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Animation_Code&diff=37944Animation Code2012-03-02T06:58:57Z<p>Talon1024: /* Animation Type */ Updated animation type names. Some of them were deprecated.</p>
<hr />
<div>{{TableVersion|5211|5332}}<br />
<br />
Known commonly as Bob's animation code as the code was written by Bobboau. Enables submodels defined in [[ships.tbl]] or in any related modular table to be animated in game. Animation code is included to the subsystem entry in similar manner as with [[Animation_Code#Setting_Turret_Angle|multipart turrets]]<br />
<br />
==Important Note: "$triggered:" Subobject Property==<br />
For any animated subobject other than turrets, you must have "$triggered:" written in the subobject properties field of that subobject for the model file (POF) that you wish to animate. See [[Subsystem]] for more information on Subsystem flags and options.<br />
<br />
==$Animation:==<br />
{{Table3610|*Animation classes are defined in submodels description<br />
*Syntax: '''String''', animation ''class''<br />
*'''Available animation types:'''<br />
**Triggered}}<br />
<br />
<br />
===Animation Type===<br />
{{Table3610|<br />
*Animation type defines when the animation is used<br />
*Currently supported animation types:<br />
**'''initial'''<br />
***Animation code is started when the mission begins. Unlike other animation types this requires only '''angle''' to be set<br />
**'''docking'''<br />
***Animation code is started when ship starts docking<br />
**'''docked'''<br />
***Animation code is started when ship is docked<br />
**'''primary-bank'''<br />
***Animation code is started when a primary bank is selected (armed)<br />
**'''secondary-bank'''<br />
***Animation code is started when a secondary bank is selected (armed)<br />
**'''fighterbay'''<br />
***Animation code starts when ship launches or receives others through its fighterbay<br />
**'''afterburner'''<br />
***Animation code is started when ships afterburner is engaged<br />
**'''turret-firing'''<br />
***Animation code is started when selected turret is firing<br />
**'''scripted'''<br />
***Animation code is started when it is triggered with scripts (see [[scripting.tbl]])<br />
*Syntax: '''$type:''' ''Type''}}<br />
<br />
===Animation Sub-Type===<br />
{{Table3610|<br />
*Optional more accurate descriptor for the animation type<br />
*'''primary bank''' or '''secondary bank'''<br />
**Syntax: '''+sub_type:''' ''Value'', 0 is the 1st weapon bank, 1 is the 2nd weapon bank, etc.<br />
*'''turret firing'''<br />
**Syntax: '''+sub_type:''' ''Value'', model number of the turret that triggers the animation. NOTE: This feature currently does not work on multipart turrets.<br />
}}<br />
<br />
<br />
===Animation Code===<br />
<br />
<br />
====Initial type====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Syntax: '''Integer'''<br />
*'''+absolute_angle:''' OR '''+relative_angle:'''<br />
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.<br />
**Syntax: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines time for object to rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds}}<br />
<br />
====Other types====<br />
{{Table3610|<br />
*'''+delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+reverse_delay:'''<br />
**Defines how long til the trigger starts.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''+absolute_angle:''' OR '''+relative_angle:'''<br />
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.<br />
**Syntax: '''Vector''', three ''floats'' in degrees, x, y, z respectively<br />
**Example: ''90,180,0''<br />
*'''+velocity:'''<br />
**Defines subobject rotation speed, in relative terms. Units are in degrees per second. Defined with x, y and z floats.<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+acceleration:'''<br />
**Defines acceleration speed of subobject rotation. Units are in degrees per second squared. Defined with three floats, x, y and z<br />
**Syntax: '''Vector''', three ''floats'', x, y, z respectively<br />
*'''+time:'''<br />
**Defines the amount of time that the object will rotate, move, whatever.<br />
**Syntax: '''Integer''', milliseconds<br />
*'''$Sound:''' (Does not work with 'initial' animations)<br />
**Defines sounds that are played with the animation<br />
**'''+Start:'''<br />
***Defines the sound that is played when animation starts<br />
***Syntax: '''Integer'''<br />
**'''+Loop:'''<br />
***Defines the sound that is played when animation is going on<br />
***Syntax: '''Integer'''<br />
**'''+End:'''<br />
***Defines the sound that is played when animation stops<br />
***Syntax: '''Integer'''<br />
**'''+Radius:'''<br />
***Defines the distance from the submodel where the sound is audible<br />
***Syntax: '''Float''', meters}}<br />
<br />
==Animation Examples==<br />
<br />
<br />
===Setting Turret Angle===<br />
*Animation code can be used to set multipart turrets barrel angle at the beginning of the mission<br />
*'''Animation Class''' = triggered<br />
**The only one available<br />
*'''Animation Type''' = initial<br />
**As we want the barrels to align themselves at the beginning of the mission<br />
*'''Animation Code'''<br />
**'''+relative_angle:''' is good for this purpose<br />
**Notes about angles:<br />
***First value is used to determine the turret's barrels deviation from the turrets normal. So barrel elevation in degrees is ( 90 - the first value ).<br />
***Second value is used to determine the turret facing. With ''0'' the turret facing is in the normal setting and with ''180'' turn the turret completely around. Do note that turrets on the underside of the model normally face backwards, so to get these turrets pointing forwards the second value has to be set to 180.<br />
<br />
<br />
====Examples====<br />
<br />
<pre><br />
$Subsystem: turret02,0.833,1.0<br />
$Default PBanks: ( "Terran Turret" )<br />
$animation: triggered<br />
$type: initial<br />
+relative_angle: 90,180,0<br />
</pre><br />
<br />
<pre><br />
$Subsystem: DockingClaw1, 0, 1.0<br />
$Flags: ( "untargetable" )<br />
$animation: triggered<br />
$type: docking ;;The claw opens on approach<br />
+sub_type: 0 ;;The number of the associated dock (works with multidocking)<br />
+delay: 0<br />
+relative_angle: 0,0,90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
$animation: triggered<br />
$type: docked ;;The claw closes once docked<br />
+sub_type: 0<br />
+delay: 0<br />
+relative_angle: 0,0,-90<br />
+velocity: 0,0,10<br />
+acceleration: 0,0,5<br />
+time: 2000<br />
</pre><br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Tables&diff=37261Tables2011-11-15T22:32:54Z<p>Talon1024: Added link to fonts.tbl article for future reference</p>
<hr />
<div>'''Tables''' are the major data files in [[Portal:FreeSpace 1|FreeSpace]] and [[Portal:FreeSpace 2|FreeSpace 2]]. Compared with many other games, they are highly intuitive and easy to edit, requiring no special tools other than Notepad. For more detail on specific tables, see the links below.<br />
<br />
'''''Full list of tables can be found in [[:Category:Tables]] page. <br>In-depth modular tables info can be found in [[Modular Tables]] page.<br />
<br />
Information on how FreeSpace uses tables can be found on the [[FreeSpace 2 directory structure|FreeSpace 2 directory structure]] page.'''''<br />
<br />
{| border=0 align=right cellpadding=2 cellspacing=1 style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! colspan="2" style="color: white; height: 30px; background: #512020; 70%;"|'''''Tables files and related code files'''''<br />
|-<br />
| align="center"| [[Ai.tbl]]<br />
| '''/ai/'''aicode.cpp<br />
|-<br />
| align="center"| [[Ai_profiles.tbl]]<br />
| '''/ai/'''ai_profiles.cpp<br />
|-<br />
| align="center"| [[Armor.tbl]]<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Asteroid.tbl]]<br />
| '''/asteroid/'''asteroid.cpp <br />
|-<br />
| align="center"| [[Autopilot.tbl]]<br />
| '''/autopilot/'''autopilot.cpp<br />
|-<br />
| align="center"| [[Colors.tbl]]<br />
| '''/globalincs/'''alphacolors.cpp <br />
|-<br />
| align="center"| [[Credits.tbl]]<br />
| '''/menuui/'''credits.cpp <br />
|-<br />
| align="center"| [[Cutscenes.tbl]]<br />
| '''/cutscene/'''cutscenes.cpp <br />
|-<br />
| align="center"| [[Fireball.tbl]]<br />
| '''/fireball/'''fireballs.cpp<br />
|-<br />
| align="center"| [[Fonts.tbl]]<br />
| '''/graphics/'''font.cpp<br />
|-<br />
| align="center"| [[Help.tbl]]<br />
| '''/gamehelp/'''contexthelp.cpp<br />
|-<br />
| align="center"| [[Hud.tbl]]<br />
| '''/hud/'''hudshield.cpp<br />
|-<br />
| align="center"| [[Hud_gauges.tbl]]<br />
| '''/hud/'''hudparse.cpp <br />
|-<br />
| align="center"| [[Icons.tbl]]<br />
| '''/mission/'''missionbriefcommon.cpp<br />
|-<br />
| align="center"| [[Iff_defs.tbl]]<br />
| '''/iff_defs/'''iff_defs.cpp<br />
|-<br />
| align="center"| [[Lightning.tbl]]<br />
| '''/nebula/'''neblightning.cpp<br />
|-<br />
| align="center"| [[Mainhall.tbl]]<br />
| '''/menuui/'''mainhallmenu.cpp<br />
|-<br />
| align="center"| [[Medals.tbl]]<br />
| '''/stats/'''medals.cpp<br />
|-<br />
| align="center"| [[Menu.tbl]]<br />
| '''/menuui/'''snazzyui.cpp<br />
|-<br />
| align="center"| [[Messages.tbl]]<br />
| '''/mission/'''missionmessage.cpp <br />
|-<br />
| align="center"| [[Mflash.tbl]]<br />
| '''/weapon/'''muzzleflash.cpp <br />
|-<br />
| align="center"| [[Music.tbl]]<br />
| '''/gamesnd/'''eventmusic.cpp<br />
|-<br />
| align="center"| [[Nebula.tbl]]<br />
| '''/nebula/'''neb.cpp<br />
|-<br />
| align="center"| [[Objecttypes.tbl]]<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Pixels.tbl]]<br />
| '''/palman/'''palman.cpp<br />
|-<br />
| align="center"| [[Post_processing.tbl]]<br />
| '''/graphics/'''gropenglpostprocessing.cpp<br />
|-<br />
| align="center"| [[Rank.tbl]]<br />
| '''/stats/'''scoring.cpp<br />
|-<br />
| align="center"| [[Scripting.tbl]]<br />
| '''/parse/'''scripting.cpp<br />
|-<br />
| align="center"| [[Ships.tbl]]<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Sounds.tbl]]<br />
| '''/gamesnd/'''gamesnd.cpp <br />
|-<br />
| align="center"| [[Species_defs.tbl]]<br />
| '''/species_defs/'''species_defs.cpp<br />
|-<br />
| align="center"| [[Species.tbl]]<br />
| '''/menuui/'''techmenu.cpp <br />
|-<br />
| align="center"| [[Ssm.tbl]]<br />
| '''/hud/'''hudartillery.cpp<br />
|-<br />
| align="center"| [[Stars.tbl]]<br />
| '''/starfield/'''starfield.cpp<br />
|-<br />
| align="center"| [[Strings.tbl]]<br />
| '''/localization/'''localize.cpp<br />
|-<br />
| align="center"| [[Tips.tbl]]<br />
| '''/menuui/'''playermenu.cpp<br />
|-<br />
| align="center"| [[Traitor.tbl]]<br />
| '''/missionui/'''missiondebrief.cpp<br />
|-<br />
| align="center"| [[Tstrings.tbl]]<br />
| '''/localization/'''localize.cpp<br />
|-<br />
| align="center"| [[Weapon_expl.tbl]]<br />
| '''/weapon/'''weapons.cpp<br />
|-<br />
| align="center"| [[Weapons.tbl]]<br />
| '''/weapon/'''weapons.cpp<br />
|-<br />
|}<br />
<br />
==Accessing table files==<br />
Volition used a special kind of packaging method called .vp (Volition Pack) for the FreeSpace games. Table files are stored in Root_fs2.vp. To open and extract files from a VP, you must use a VP editing program such as [[VPView32]]. For more details about VP files and how to work with them, consult [[*.VP|this article]].<br />
<br />
For some further information about where to put modified files, consult [[FreeSpace 2 directory structure]].<br />
<br />
==Table files==<br />
Table files are customarily edited using Notepad, but any text editor that can save in a pure text format will do.<br />
<br />
===.tbl files===<br />
<br />
These files are the basic FreeSpace table used for defining various aspects of the game. Game reads only single .tbl choosing the one it encounters first while parsing the game directories.<br />
<br />
===.tbm files===<br />
These files are modular table files. They can be used for adding content to the 'base' tables or to modify the data from those files. For usage info and important notes, see [[Modular Tables]].<br />
<br />
===Notes of certain table files===<br />
<br />
====Hardcoded table files====<br />
<br />
Some of the table files are not actually required as the basic version has been written directly to the code. However these can be overridden by table files present in game directories.<br />
<br />
'''These files are not present in standard FreeSpace 2 .vp files'''<br />
<br />
*[[Ai_profiles.tbl]]<br />
*[[Autopilot.tbl]]<br />
*[[Colors.tbl]]<br />
*[[iff_defs.tbl]]<br />
*[[Objecttypes.tbl]]<br />
*[[Species_defs.tbl]]<br />
<br />
====Optional table files====<br />
<br />
Certain tables are not found from the code nor do they belong to the basic table set. These tables are parsed if game detects them<br />
<br />
'''These files are not present in standard FreeSpace 2 .vp files'''<br />
<br />
*[[Armor.tbl]]<br />
*[[Scripting.tbl]]<br />
<br />
====Obsolete table files====<br />
<br />
Some table files have since been 'retired' and they are no longer needed with FreeSpace Open<br />
<br />
*[[Hud.tbl]]<br />
<br />
==Important notes==<br />
<br />
===Table entries must be ordered===<br />
<br />
*As a general rule, '''''all the table entries must be ordered'''''.<br />
*Keep the order shown in the following help sections for each table in both normal tables (tbl files) and [[Modular Tables]] (tbm files). If you don't do it, you can get parser errors on FS2 or FRED2 loading when they are reading them.<br />
<br />
==Brief descriptions of table files==<br />
<br />
*In all the table help pages, SCP added entries are usually marked with infoboxes that mark the branch there the particular feature has added to.<br />
:*'''<nowiki>{{Table3610| text}}</nowiki>''' gives 3.6.10 box<br />
{{Table3610| text}}<br />
:*'''<nowiki>{{Table3611| text}}</nowiki>''' gives 3.6.11 box<br />
{{Table3611| text}}<br />
*For full list of table related pages and links see [[:Category:Tables]]<br />
<br />
<br />
[[Category:Tables|*]]<br />
<br />
[[Category:Modding]]<br />
<br />
[[Category:File Types]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Alt-Pause&diff=37047Alt-Pause2011-10-01T05:32:00Z<p>Talon1024: </p>
<hr />
<div>Alt-pause is a key combination for FS2_Open that allows a player to pause the game, move the camera around and take screenshots.<br />
<br />
Note that while you are in alt-pause mode, some of the keys do different things<br />
<br />
Enter - External view, same as Numpad . in normal gameplay<br><br />
Tab - Disable HUD, same as Shift-O in normal gameplay<br><br />
Numpad * - Select next target, same as T in normal gameplay<br><br />
Numpad / - View from target<br></div>Talon1024https://wiki.hard-light.net/index.php?title=Alt-Pause&diff=37046Alt-Pause2011-10-01T05:31:35Z<p>Talon1024: Created page with "Alt-pause is a key combination for FS2_Open that allows a player to pause the game, move the camera around and take screenshots. Note that while you are in alt-pause mode, some …"</p>
<hr />
<div>Alt-pause is a key combination for FS2_Open that allows a player to pause the game, move the camera around and take screenshots.<br />
<br />
Note that while you are in alt-pause mode, some of the keys do different things<br />
<br />
Enter - External view, same as Numpad . in normal gameplay<br />
Tab - Disable HUD, same as Shift-O in normal gameplay<br />
Numpad * - Select next target, same as T in normal gameplay<br />
Numpad / - View from target</div>Talon1024https://wiki.hard-light.net/index.php?title=Species_defs.tbl&diff=36938Species defs.tbl2011-09-24T18:06:26Z<p>Talon1024: /* $ThrustAnims: */</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersion|5211|5307}}<br />
<br />
<br />
Species_defs.tbl is a new table added by the Source Code Project which allows the addition of new species types in addition to Terran, Vasudan and Shivan, or to replace these three species. New species can have individual briefing icons, thruster glows, shield hit anis, debris fields, and [[FRED]] menu colours. Any new species added here must be added to [[icons.tbl]], [[asteroid.tbl]] and [[sounds.tbl]] if the game is to work.<br />
<br />
<br />
==Species Entry==<br />
<br />
<br />
===$Species_Name:===<br />
{{Table3610|<br />
*Defines the name of the species.<br />
*Syntax: '''String'''<br />
**Example: ''Shivan''}}<br />
<br />
<br />
===$Default IFF:===<br />
{{Table3610|<br />
*Defines the species default IFF in FRED.<br />
*Syntax: '''String''', name of the IFF, either as default IFF types or as define in [[iff_defs.tbl]]<br />
**Example: ''Hostile''}}<br />
<br />
<br />
===$FRED Color::===<br />
{{Table3610|<br />
*Also '''$FRED Colour:'''<br />
*Defines the color used in FRED for this species<br />
*If not defined the fred defaults color to black ( 0, 0, 0 )<br />
*Syntax: ( '''Color''' ), three '''integers''', 0 to 255, red, green and blue respectively<br />
**Example: ( 255, 0, 0 )}}<br />
<br />
<br />
===+Debris_Texture:===<br />
{{Table3610|<br />
*Defines the name of the standard texture applied to particle-like impact-effect and 'vaporized' ship debris.<br />
*Syntax: '''String''', filename<br />
**Example: ''debris01c''}}<br />
<br />
===+Shield_Hit_ani:===<br />
{{Table3610|<br />
*Defines the name of the ani file applied to a species shields when hit.<br />
*Syntax: '''String''', filename<br />
**Example: ''shivanshield''}}<br />
<br />
<br />
===$ThrustAnims:===<br />
{{Table3610|<br />
*'''+Normal:''' or '''+Pri_Normal:'''<br />
**Defines name of standard thruster animation.<br />
**This maps the image onto the mesh thrusters.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thruster03''<br />
*'''+Afterburn:''' or '''+Pri_Afterburn:'''<br />
**Defines name of afterburn thruster animation.<br />
**This maps the image onto the mesh thrusters.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thruster03a''<br />
*'''+Sec_Normal:'''<br />
**Defines name of secondary standard thruster animation.<br />
**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.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster02-03''<br />
*'''+Sec_Afterburn:'''<br />
**Defines name of secondary afterburn thruster animation.<br />
**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.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster02-03a''<br />
*'''+Ter_Normal:'''<br />
**Defines name of tertiary standard thruster animation.<br />
**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.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster03-03''<br />
*'''+Ter_Afterburn:'''<br />
**Defines name of tertiary afterburn thruster animation.<br />
**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.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster03-03a''}}<br />
{{Table3613|<br />
*'''+Dist_Normal:'''<br />
**Defines name of normal thruster distortion envelope animation.<br />
**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.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster02-03''<br />
*'''+Dist_Afterburn:'''<br />
**Defines name of afterburner thruster distortion envelope animation.<br />
**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.<br />
**Syntax: '''String''', filename<br />
***Example: ''thruster02-03a''}}<br />
<br />
===$ThrustGlows:===<br />
{{Table3610|<br />
*'''+Normal:'''<br />
**Defines name of standard thruster glow bitmap.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thrusterglow03''<br />
*'''+Afterburn:'''<br />
**Defines name of standard thruster glow bitmap.<br />
**Syntax: '''String''', filename or ''<none>''<br />
***Example: ''thrusterglow03a''}}<br />
<br />
<br />
===$AwacsMultiplier:===<br />
{{Table3610|<br />
*Defines the awacs multiplier. All ships belonging to the species have their awacs range multiplied by this number.<br />
*Syntax: '''Float''', (multiplier)<br />
**Example: ''1.25''}}<br />
<br />
<br />
==Sample Entry==<br />
<br />
<pre><br />
#SPECIES DEFS<br />
<br />
;------------------------<br />
; Terran<br />
;------------------------<br />
$Species_Name: Terran<br />
$Default IFF: Friendly<br />
$FRED Color: ( 0, 0, 192 )<br />
$MiscAnims:<br />
+Debris_Texture: debris01a<br />
+Shield_Hit_ani: shieldhit01a<br />
$ThrustAnims:<br />
+Normal: thruster01<br />
+Afterburn: thruster01a<br />
$ThrustGlows:<br />
+Normal: thrusterglow01<br />
+Afterburn: thrusterglow01a<br />
$AwacsMultiplier: 1.00<br />
<br />
;------------------------<br />
; Vasudan<br />
;------------------------<br />
$Species_Name: Vasudan<br />
$Default IFF: Friendly<br />
$FRED Color: ( 0, 128, 0 )<br />
$MiscAnims:<br />
+Debris_Texture: debris01b<br />
+Shield_Hit_ani: shieldhit01a<br />
$ThrustAnims:<br />
+Normal: thruster02<br />
+Afterburn: thruster02a<br />
$ThrustGlows:<br />
+Normal: thrusterglow02<br />
+Afterburn: thrusterglow02a<br />
$AwacsMultiplier: 1.25<br />
<br />
;------------------------<br />
; Shivan<br />
;------------------------<br />
$Species_Name: Shivan<br />
$Default IFF: Hostile<br />
$FRED Color: ( 192, 0, 0 )<br />
$MiscAnims:<br />
+Debris_Texture: debris01c<br />
+Shield_Hit_ani: shieldhit01a<br />
$ThrustAnims:<br />
+Normal: thruster03<br />
+Afterburn: thruster03a<br />
$ThrustGlows:<br />
+Normal: thrusterglow03<br />
+Afterburn: thrusterglow03a<br />
$AwacsMultiplier: 1.50<br />
<br />
#END<br />
</pre><br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=36672Hud gauges.tbl2011-09-03T03:52:43Z<p>Talon1024: /* Firepoint size: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.<br />
<br />
NOTE: The following information is only applicable for builds based on Antipodes 7.<br />
<br />
==Gauge system overview==<br />
<br />
*HUD Elements in FS2 are called Gauges. Each gauge has various options to customize appearance and, in some cases, gauge behaviour.<br />
<br />
==Table Contents==<br />
<br />
===$Load Retail Configuration:===<br />
*If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
*Syntax: '''Boolean'''<br />
<br />
===$Font:===<br />
*Which font to use for the HUD.<br />
*Syntax: '''Integer''', font index as defined in fonts.tbl<br />
<br />
===$Max Directives:===<br />
*Maximum number of directives displayed simultaneously.<br />
*Syntax: '''Integer''', default is 5.<br />
<br />
===$Max Escort Ships:===<br />
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.<br />
*Syntax: '''Integer'''<br />
<br />
===$Length Unit Multiplier:===<br />
*Defines the multiplier used for scaling the distances reported to the player in the game<br />
*Syntax: '''Float'''<br />
<br />
===$Speed Unit Multiplier:===<br />
*Analogous to the above, this multiplier is applied to all speeds reported to the player<br />
*Syntax: '''Float''', if nothing else is defined, this is set to the same value as the length unit multiplier above<br />
<br />
===$Wireframe Targetbox:===<br />
*Defines the default draw method for the targetbox<br />
*Syntax: '''Integer'''<br />
**Options:<br />
::* '''0''' - Standard with full bright lighting<br />
::* '''1''' - Wireframe<br />
::* '''2''' - Standard with proper lighting<br />
<br />
===$Lock Wireframe Mode:===<br />
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
*Selection for display type of the Reticle.<br />
*Syntax: '''String'''<br />
**Options: <br />
::* '''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
::* '''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
==#Gauge Config==<br />
<br />
===$Ship:===<br />
*Optional. If set, the following config data will only be used if the player ship is of the supplied ship class<br />
*Syntax: '''String''', the ship class name<br />
<br />
====$Load Retail Configuration:====<br />
*As per the global option above.<br />
*Syntax: '''Boolean'''<br />
<br />
====$Font:====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
===$Base:===<br />
*Base resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Required Aspect:===<br />
*Optional. If set, this configuration will only be loaded for widescreen or square resolutions.<br />
*Syntax: '''String''', either "Full Screen" or "Wide Screen".<br />
<br />
===$Min:===<br />
*Minimum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Max:===<br />
*Maximum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Gauges:===<br />
<br />
====+Custom:====<br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Name:=====<br />
*Name of this custom gauge.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====Text:=====<br />
*Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====X Offset:=====<br />
*Text will be displayed with an offset of x pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Y Offset:=====<br />
*Text will be displayed with an offset of y pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Gauge Type:=====<br />
*Each custom gauge must have a type. <br />
*Syntax: '''String''', one of the possible [[gauge types]].<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Color:=====<br />
*Optional. Defines the colour to use for this gauge.<br />
*Syntax: '''Integer Integer Integer'''<br />
<br />
=====Active by default:=====<br />
*Optional. Whether this gauge is always active, or only available after being activated via sexp.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Max Lines:=====<br />
*Optional. Maximum number of message lines that are displayed.<br />
*Syntax: '''Integer''', default is 3<br />
<br />
=====Max Width:=====<br />
*Optional. How many pixels the message lines may be long.<br />
*Syntax: '''Integer'''<br />
<br />
=====Line Height:=====<br />
*Optional. Vertical separation between message lines in pixels.<br />
*Syntax: '''Integer'''<br />
<br />
=====Total Lifetime:=====<br />
*Optional. Message lifetime in milliseconds.<br />
*Syntax: '''Integer'''<br />
<br />
=====Scroll Time:=====<br />
*Optional. Time to scroll one line.<br />
*Syntax: '''Integer'''<br />
<br />
=====Step Size:=====<br />
*Optional.<br />
*Syntax: '''Integer'''<br />
<br />
====+Training Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer''<br />
<br />
====+Support:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Header Offsets:=====<br />
=====Text Y-offset:=====<br />
=====Dock Status X-offset:=====<br />
=====Dock Time X-offset:=====<br />
<br />
====+Damage:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Hull Integrity Offsets:=====<br />
=====Hull Integrity Value X-offset:=====<br />
=====Top Background Height:=====<br />
=====Subsystem Entry Height:=====<br />
=====Subsystem List Start Offsets:=====<br />
=====Subsystem Entry Value X-offset:=====<br />
<br />
====+Wingman Status:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Left Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Right Background Filename:=====<br />
=====Dot Filename:=====<br />
=====Header Offsets:=====<br />
=====Left Background Width:=====<br />
=====Entry Width:=====<br />
=====Single Wing Offsets:=====<br />
=====Multiple Wing Start Offsets:=====<br />
=====Wing Name Offsets:=====<br />
=====Dot Offsets:=====<br />
=====Expansion Mode:=====<br />
<br />
====+Auto Speed:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
=====Auto Offsets:=====<br />
=====Speed Offsets:=====<br />
<br />
====+Auto Target:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Auto Offsets:=====<br />
=====Target Offsets:=====<br />
<br />
====+Countermeasures:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Talking Head:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
=====Header Offsets:=====<br />
=====Animation Offsets:=====<br />
=====Animation Background Size:=====<br />
<br />
====+Directives:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Top Background Height:=====<br />
=====List Start Offsets:=====<br />
=====Entry Height:=====<br />
<br />
====+Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Top Background Height:=====<br />
=====Entry Height:=====<br />
=====Command X-offset:=====<br />
=====Page Up Offsets:=====<br />
=====Page Down Offsets:=====<br />
<br />
====+Lag:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Mini Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====3 Digit Hull Offsets:=====<br />
=====2 Digit Hull Offsets:=====<br />
=====1 Digit Hull Offsets:=====<br />
<br />
====+Player Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Escort View:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Entry Height:=====<br />
=====Entry Stagger Width:=====<br />
=====Header Text:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Hull X-offset:=====<br />
=====Name X-offset:=====<br />
=====Status X-offset:=====<br />
<br />
====+Mission Time:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+ETS Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Engines:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Shields:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+Target Monitor:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Monitor Filename:=====<br />
=====Integrity Bar Filename:=====<br />
=====Viewport Offsets:=====<br />
=====Viewport Size:=====<br />
=====Integrity Bar Offsets:=====<br />
=====Integrity Bar Foreground Clip Height:=====<br />
=====Status Offsets:=====<br />
=====Name Offsets:=====<br />
=====Class Offsets:=====<br />
=====Distance Offsets:=====<br />
=====Speed Offsets:=====<br />
=====Hull Offsets:=====<br />
=====Cargo Contents Offsets:=====<br />
=====Cargo Scan Start Offsets:=====<br />
=====Cargo Scan Size:=====<br />
<br />
====+Extra Target Data:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Bracket Offsets:=====<br />
=====Dock Offsets:=====<br />
=====Order Offsets:=====<br />
=====Time Offsets:=====<br />
<br />
====+Radar:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar Orb:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar BSG:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Size:=====<br />
=====XY Disc Filename:=====<br />
=====XZ YZ Disc Filename:=====<br />
=====Sweep Disc Filename:=====<br />
=====Default Contact Filename:=====<br />
=====Unknown Contact Filename:=====<br />
=====Cockpit Target:=====<br />
======Canvas Size:======<br />
======Display Offset:======<br />
======Display Size:======<br />
<br />
====+Afterburner Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
<br />
====+Weapon Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Text Offsets:=====<br />
<br />
====+Text Warnings:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Center Reticle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Firepoint display:=====<br />
*Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
=====Firepoint size:=====<br />
*Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
*Syntax: '''Integer'''<br />
<br />
=====Firepoint X coordinate multiplier:=====<br />
=====Firepoint Y coordinate multiplier:=====<br />
<br />
====+Throttle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Bottom Y-offset:=====<br />
=====Foreground Clip Width:=====<br />
=====Foreground Clip Height:=====<br />
=====Afterburner Clip Height:=====<br />
=====Show Background:=====<br />
=====Max Speed Label Offsets:=====<br />
=====Min Speed Label Offsets:=====<br />
=====Orbit Center Offsets:=====<br />
=====Orbit Radius:=====<br />
<br />
====+Threat Indicator:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Multiplayer Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Voice Status:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Ping:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Supernova:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Lock Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Lock Filename:=====<br />
=====Locked Filename:=====<br />
=====Lock Center Offsets:=====<br />
=====Locked Center Offsets:=====<br />
<br />
====+Offscreen Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Target Brackets:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Dot Filename:=====<br />
<br />
====+Hostile Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Target Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Missile Triangles:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Lead Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Center Offsets:=====<br />
<br />
====+Orientation Tee:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
<br />
====+Lead Sight:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Kills:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Weapon Linking:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
=====Single Primary Filename:=====<br />
=====Double Primary Filename:=====<br />
=====Single Secondary Filename:=====<br />
=====Double Secondary Filename:=====<br />
=====Triple Secondary Filename:=====<br />
=====Single Primary Offsets:=====<br />
=====Double Primary Offsets:=====<br />
=====Single Secondary Offsets:=====<br />
=====Double Secondary Offsets:=====<br />
=====Triple Secondary Offsets:=====<br />
<br />
====+Fixed Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=36671Hud gauges.tbl2011-09-03T03:52:11Z<p>Talon1024: /* Firepoint size: */ Added description</p>
<hr />
<div>{{SCP table}}<br />
<br />
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.<br />
<br />
NOTE: The following information is only applicable for builds based on Antipodes 7.<br />
<br />
==Gauge system overview==<br />
<br />
*HUD Elements in FS2 are called Gauges. Each gauge has various options to customize appearance and, in some cases, gauge behaviour.<br />
<br />
==Table Contents==<br />
<br />
===$Load Retail Configuration:===<br />
*If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
*Syntax: '''Boolean'''<br />
<br />
===$Font:===<br />
*Which font to use for the HUD.<br />
*Syntax: '''Integer''', font index as defined in fonts.tbl<br />
<br />
===$Max Directives:===<br />
*Maximum number of directives displayed simultaneously.<br />
*Syntax: '''Integer''', default is 5.<br />
<br />
===$Max Escort Ships:===<br />
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.<br />
*Syntax: '''Integer'''<br />
<br />
===$Length Unit Multiplier:===<br />
*Defines the multiplier used for scaling the distances reported to the player in the game<br />
*Syntax: '''Float'''<br />
<br />
===$Speed Unit Multiplier:===<br />
*Analogous to the above, this multiplier is applied to all speeds reported to the player<br />
*Syntax: '''Float''', if nothing else is defined, this is set to the same value as the length unit multiplier above<br />
<br />
===$Wireframe Targetbox:===<br />
*Defines the default draw method for the targetbox<br />
*Syntax: '''Integer'''<br />
**Options:<br />
::* '''0''' - Standard with full bright lighting<br />
::* '''1''' - Wireframe<br />
::* '''2''' - Standard with proper lighting<br />
<br />
===$Lock Wireframe Mode:===<br />
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
*Selection for display type of the Reticle.<br />
*Syntax: '''String'''<br />
**Options: <br />
::* '''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
::* '''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
==#Gauge Config==<br />
<br />
===$Ship:===<br />
*Optional. If set, the following config data will only be used if the player ship is of the supplied ship class<br />
*Syntax: '''String''', the ship class name<br />
<br />
====$Load Retail Configuration:====<br />
*As per the global option above.<br />
*Syntax: '''Boolean'''<br />
<br />
====$Font:====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
===$Base:===<br />
*Base resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Required Aspect:===<br />
*Optional. If set, this configuration will only be loaded for widescreen or square resolutions.<br />
*Syntax: '''String''', either "Full Screen" or "Wide Screen".<br />
<br />
===$Min:===<br />
*Minimum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Max:===<br />
*Maximum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Gauges:===<br />
<br />
====+Custom:====<br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Name:=====<br />
*Name of this custom gauge.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====Text:=====<br />
*Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====X Offset:=====<br />
*Text will be displayed with an offset of x pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Y Offset:=====<br />
*Text will be displayed with an offset of y pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Gauge Type:=====<br />
*Each custom gauge must have a type. <br />
*Syntax: '''String''', one of the possible [[gauge types]].<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Color:=====<br />
*Optional. Defines the colour to use for this gauge.<br />
*Syntax: '''Integer Integer Integer'''<br />
<br />
=====Active by default:=====<br />
*Optional. Whether this gauge is always active, or only available after being activated via sexp.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Max Lines:=====<br />
*Optional. Maximum number of message lines that are displayed.<br />
*Syntax: '''Integer''', default is 3<br />
<br />
=====Max Width:=====<br />
*Optional. How many pixels the message lines may be long.<br />
*Syntax: '''Integer'''<br />
<br />
=====Line Height:=====<br />
*Optional. Vertical separation between message lines in pixels.<br />
*Syntax: '''Integer'''<br />
<br />
=====Total Lifetime:=====<br />
*Optional. Message lifetime in milliseconds.<br />
*Syntax: '''Integer'''<br />
<br />
=====Scroll Time:=====<br />
*Optional. Time to scroll one line.<br />
*Syntax: '''Integer'''<br />
<br />
=====Step Size:=====<br />
*Optional.<br />
*Syntax: '''Integer'''<br />
<br />
====+Training Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer''<br />
<br />
====+Support:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Header Offsets:=====<br />
=====Text Y-offset:=====<br />
=====Dock Status X-offset:=====<br />
=====Dock Time X-offset:=====<br />
<br />
====+Damage:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Hull Integrity Offsets:=====<br />
=====Hull Integrity Value X-offset:=====<br />
=====Top Background Height:=====<br />
=====Subsystem Entry Height:=====<br />
=====Subsystem List Start Offsets:=====<br />
=====Subsystem Entry Value X-offset:=====<br />
<br />
====+Wingman Status:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Left Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Right Background Filename:=====<br />
=====Dot Filename:=====<br />
=====Header Offsets:=====<br />
=====Left Background Width:=====<br />
=====Entry Width:=====<br />
=====Single Wing Offsets:=====<br />
=====Multiple Wing Start Offsets:=====<br />
=====Wing Name Offsets:=====<br />
=====Dot Offsets:=====<br />
=====Expansion Mode:=====<br />
<br />
====+Auto Speed:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
=====Auto Offsets:=====<br />
=====Speed Offsets:=====<br />
<br />
====+Auto Target:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Auto Offsets:=====<br />
=====Target Offsets:=====<br />
<br />
====+Countermeasures:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Talking Head:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
=====Header Offsets:=====<br />
=====Animation Offsets:=====<br />
=====Animation Background Size:=====<br />
<br />
====+Directives:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Top Background Height:=====<br />
=====List Start Offsets:=====<br />
=====Entry Height:=====<br />
<br />
====+Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Top Background Height:=====<br />
=====Entry Height:=====<br />
=====Command X-offset:=====<br />
=====Page Up Offsets:=====<br />
=====Page Down Offsets:=====<br />
<br />
====+Lag:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Mini Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====3 Digit Hull Offsets:=====<br />
=====2 Digit Hull Offsets:=====<br />
=====1 Digit Hull Offsets:=====<br />
<br />
====+Player Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Escort View:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Entry Height:=====<br />
=====Entry Stagger Width:=====<br />
=====Header Text:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Hull X-offset:=====<br />
=====Name X-offset:=====<br />
=====Status X-offset:=====<br />
<br />
====+Mission Time:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+ETS Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Engines:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Shields:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+Target Monitor:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Monitor Filename:=====<br />
=====Integrity Bar Filename:=====<br />
=====Viewport Offsets:=====<br />
=====Viewport Size:=====<br />
=====Integrity Bar Offsets:=====<br />
=====Integrity Bar Foreground Clip Height:=====<br />
=====Status Offsets:=====<br />
=====Name Offsets:=====<br />
=====Class Offsets:=====<br />
=====Distance Offsets:=====<br />
=====Speed Offsets:=====<br />
=====Hull Offsets:=====<br />
=====Cargo Contents Offsets:=====<br />
=====Cargo Scan Start Offsets:=====<br />
=====Cargo Scan Size:=====<br />
<br />
====+Extra Target Data:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Bracket Offsets:=====<br />
=====Dock Offsets:=====<br />
=====Order Offsets:=====<br />
=====Time Offsets:=====<br />
<br />
====+Radar:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar Orb:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar BSG:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Size:=====<br />
=====XY Disc Filename:=====<br />
=====XZ YZ Disc Filename:=====<br />
=====Sweep Disc Filename:=====<br />
=====Default Contact Filename:=====<br />
=====Unknown Contact Filename:=====<br />
=====Cockpit Target:=====<br />
======Canvas Size:======<br />
======Display Offset:======<br />
======Display Size:======<br />
<br />
====+Afterburner Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
<br />
====+Weapon Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Text Offsets:=====<br />
<br />
====+Text Warnings:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Center Reticle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Firepoint display:=====<br />
*Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
=====Firepoint size:=====<br />
Diameter of the gunpoint circles. '''Must be 4 or greater''' in order to work properly.<br />
<br />
=====Firepoint X coordinate multiplier:=====<br />
=====Firepoint Y coordinate multiplier:=====<br />
<br />
====+Throttle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Bottom Y-offset:=====<br />
=====Foreground Clip Width:=====<br />
=====Foreground Clip Height:=====<br />
=====Afterburner Clip Height:=====<br />
=====Show Background:=====<br />
=====Max Speed Label Offsets:=====<br />
=====Min Speed Label Offsets:=====<br />
=====Orbit Center Offsets:=====<br />
=====Orbit Radius:=====<br />
<br />
====+Threat Indicator:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Multiplayer Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Voice Status:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Ping:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Supernova:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Lock Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Lock Filename:=====<br />
=====Locked Filename:=====<br />
=====Lock Center Offsets:=====<br />
=====Locked Center Offsets:=====<br />
<br />
====+Offscreen Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Target Brackets:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Dot Filename:=====<br />
<br />
====+Hostile Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Target Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Missile Triangles:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Lead Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Center Offsets:=====<br />
<br />
====+Orientation Tee:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
<br />
====+Lead Sight:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Kills:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Weapon Linking:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
=====Single Primary Filename:=====<br />
=====Double Primary Filename:=====<br />
=====Single Secondary Filename:=====<br />
=====Double Secondary Filename:=====<br />
=====Triple Secondary Filename:=====<br />
=====Single Primary Offsets:=====<br />
=====Double Primary Offsets:=====<br />
=====Single Secondary Offsets:=====<br />
=====Double Secondary Offsets:=====<br />
=====Triple Secondary Offsets:=====<br />
<br />
====+Fixed Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=36450Hud gauges.tbl2011-08-19T04:25:43Z<p>Talon1024: /* Firepoint display: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.<br />
<br />
NOTE: The following information is only applicable for builds based on Antipodes 7.<br />
<br />
==Gauge system overview==<br />
<br />
*HUD Elements in FS2 are called Gauges. Each gauge has various options to customize appearance and, in some cases, gauge behaviour.<br />
<br />
==Table Contents==<br />
<br />
===$Load Retail Configuration:===<br />
*If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
*Syntax: '''Boolean'''<br />
<br />
===$Font:===<br />
*Which font to use for the HUD.<br />
*Syntax: '''Integer''', font index as defined in fonts.tbl<br />
<br />
===$Max Directives:===<br />
*Maximum number of directives displayed simultaneously.<br />
*Syntax: '''Integer''', default is 5.<br />
<br />
===$Max Escort Ships:===<br />
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.<br />
*Syntax: '''Integer'''<br />
<br />
===$Length Unit Multiplier:===<br />
*Defines the multiplier used for scaling the distances reported to the player in the game<br />
*Syntax: '''Float'''<br />
<br />
===$Speed Unit Multiplier:===<br />
*Analogous to the above, this multiplier is applied to all speeds reported to the player<br />
*Syntax: '''Float''', if nothing else is defined, this is set to the same value as the length unit multiplier above<br />
<br />
===$Wireframe Targetbox:===<br />
*Defines the default draw method for the targetbox<br />
*Syntax: '''Integer'''<br />
**Options:<br />
::* '''0''' - Standard with full bright lighting<br />
::* '''1''' - Wireframe<br />
::* '''2''' - Standard with proper lighting<br />
<br />
===$Lock Wireframe Mode:===<br />
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
*Selection for display type of the Reticle.<br />
*Syntax: '''String'''<br />
**Options: <br />
::* '''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
::* '''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
==#Gauge Config==<br />
<br />
===$Ship:===<br />
*Optional. If set, the following config data will only be used if the player ship is of the supplied ship class<br />
*Syntax: '''String''', the ship class name<br />
<br />
====$Load Retail Configuration:====<br />
*As per the global option above.<br />
*Syntax: '''Boolean'''<br />
<br />
====$Font:====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
===$Base:===<br />
*Base resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Required Aspect:===<br />
*Optional. If set, this configuration will only be loaded for widescreen or square resolutions.<br />
*Syntax: '''String''', either "Full Screen" or "Wide Screen".<br />
<br />
===$Min:===<br />
*Minimum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Max:===<br />
*Maximum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Gauges:===<br />
<br />
====+Custom:====<br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Name:=====<br />
*Name of this custom gauge.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====Text:=====<br />
*Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====X Offset:=====<br />
*Text will be displayed with an offset of x pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Y Offset:=====<br />
*Text will be displayed with an offset of y pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Gauge Type:=====<br />
*Each custom gauge must have a type. <br />
*Syntax: '''String''', one of the possible [[gauge types]].<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Color:=====<br />
*Optional. Defines the colour to use for this gauge.<br />
*Syntax: '''Integer Integer Integer'''<br />
<br />
=====Active by default:=====<br />
*Optional. Whether this gauge is always active, or only available after being activated via sexp.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Max Lines:=====<br />
*Optional. Maximum number of message lines that are displayed.<br />
*Syntax: '''Integer''', default is 3<br />
<br />
=====Max Width:=====<br />
*Optional. How many pixels the message lines may be long.<br />
*Syntax: '''Integer'''<br />
<br />
=====Line Height:=====<br />
*Optional. Vertical separation between message lines in pixels.<br />
*Syntax: '''Integer'''<br />
<br />
=====Total Lifetime:=====<br />
*Optional. Message lifetime in milliseconds.<br />
*Syntax: '''Integer'''<br />
<br />
=====Scroll Time:=====<br />
*Optional. Time to scroll one line.<br />
*Syntax: '''Integer'''<br />
<br />
=====Step Size:=====<br />
*Optional.<br />
*Syntax: '''Integer'''<br />
<br />
====+Training Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer''<br />
<br />
====+Support:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Header Offsets:=====<br />
=====Text Y-offset:=====<br />
=====Dock Status X-offset:=====<br />
=====Dock Time X-offset:=====<br />
<br />
====+Damage:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Hull Integrity Offsets:=====<br />
=====Hull Integrity Value X-offset:=====<br />
=====Top Background Height:=====<br />
=====Subsystem Entry Height:=====<br />
=====Subsystem List Start Offsets:=====<br />
=====Subsystem Entry Value X-offset:=====<br />
<br />
====+Wingman Status:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Left Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Right Background Filename:=====<br />
=====Dot Filename:=====<br />
=====Header Offsets:=====<br />
=====Left Background Width:=====<br />
=====Entry Width:=====<br />
=====Single Wing Offsets:=====<br />
=====Multiple Wing Start Offsets:=====<br />
=====Wing Name Offsets:=====<br />
=====Dot Offsets:=====<br />
=====Expansion Mode:=====<br />
<br />
====+Auto Speed:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
=====Auto Offsets:=====<br />
=====Speed Offsets:=====<br />
<br />
====+Auto Target:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Auto Offsets:=====<br />
=====Target Offsets:=====<br />
<br />
====+Countermeasures:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Talking Head:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
=====Header Offsets:=====<br />
=====Animation Offsets:=====<br />
=====Animation Background Size:=====<br />
<br />
====+Directives:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Top Background Height:=====<br />
=====List Start Offsets:=====<br />
=====Entry Height:=====<br />
<br />
====+Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Top Background Height:=====<br />
=====Entry Height:=====<br />
=====Command X-offset:=====<br />
=====Page Up Offsets:=====<br />
=====Page Down Offsets:=====<br />
<br />
====+Lag:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Mini Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====3 Digit Hull Offsets:=====<br />
=====2 Digit Hull Offsets:=====<br />
=====1 Digit Hull Offsets:=====<br />
<br />
====+Player Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Escort View:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Entry Height:=====<br />
=====Entry Stagger Width:=====<br />
=====Header Text:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Hull X-offset:=====<br />
=====Name X-offset:=====<br />
=====Status X-offset:=====<br />
<br />
====+Mission Time:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+ETS Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Engines:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Shields:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+Target Monitor:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Monitor Filename:=====<br />
=====Integrity Bar Filename:=====<br />
=====Viewport Offsets:=====<br />
=====Viewport Size:=====<br />
=====Integrity Bar Offsets:=====<br />
=====Integrity Bar Foreground Clip Height:=====<br />
=====Status Offsets:=====<br />
=====Name Offsets:=====<br />
=====Class Offsets:=====<br />
=====Distance Offsets:=====<br />
=====Speed Offsets:=====<br />
=====Hull Offsets:=====<br />
=====Cargo Contents Offsets:=====<br />
=====Cargo Scan Start Offsets:=====<br />
=====Cargo Scan Size:=====<br />
<br />
====+Extra Target Data:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Bracket Offsets:=====<br />
=====Dock Offsets:=====<br />
=====Order Offsets:=====<br />
=====Time Offsets:=====<br />
<br />
====+Radar:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar Orb:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar BSG:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Size:=====<br />
=====XY Disc Filename:=====<br />
=====XZ YZ Disc Filename:=====<br />
=====Sweep Disc Filename:=====<br />
=====Default Contact Filename:=====<br />
=====Unknown Contact Filename:=====<br />
=====Cockpit Target:=====<br />
======Canvas Size:======<br />
======Display Offset:======<br />
======Display Size:======<br />
<br />
====+Afterburner Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
<br />
====+Weapon Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Text Offsets:=====<br />
<br />
====+Text Warnings:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Center Reticle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Firepoint display:=====<br />
*Displays the positions of the gun firepoints on your ship<br />
*Syntax: '''Boolean''', YES or NO<br />
<br />
=====Firepoint size:=====<br />
=====Firepoint X coordinate multiplier:=====<br />
=====Firepoint Y coordinate multiplier:=====<br />
<br />
====+Throttle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Bottom Y-offset:=====<br />
=====Foreground Clip Width:=====<br />
=====Foreground Clip Height:=====<br />
=====Afterburner Clip Height:=====<br />
=====Show Background:=====<br />
=====Max Speed Label Offsets:=====<br />
=====Min Speed Label Offsets:=====<br />
=====Orbit Center Offsets:=====<br />
=====Orbit Radius:=====<br />
<br />
====+Threat Indicator:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Multiplayer Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Voice Status:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Ping:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Supernova:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Lock Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Lock Filename:=====<br />
=====Locked Filename:=====<br />
=====Lock Center Offsets:=====<br />
=====Locked Center Offsets:=====<br />
<br />
====+Offscreen Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Target Brackets:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Dot Filename:=====<br />
<br />
====+Hostile Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Target Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Missile Triangles:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Lead Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Center Offsets:=====<br />
<br />
====+Orientation Tee:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
<br />
====+Lead Sight:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Kills:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Weapon Linking:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
=====Single Primary Filename:=====<br />
=====Double Primary Filename:=====<br />
=====Single Secondary Filename:=====<br />
=====Double Secondary Filename:=====<br />
=====Triple Secondary Filename:=====<br />
=====Single Primary Offsets:=====<br />
=====Double Primary Offsets:=====<br />
=====Single Secondary Offsets:=====<br />
=====Double Secondary Offsets:=====<br />
=====Triple Secondary Offsets:=====<br />
<br />
====+Fixed Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=36449Hud gauges.tbl2011-08-19T04:25:21Z<p>Talon1024: /* Firepoint display: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.<br />
<br />
NOTE: The following information is only applicable for builds based on Antipodes 7.<br />
<br />
==Gauge system overview==<br />
<br />
*HUD Elements in FS2 are called Gauges. Each gauge has various options to customize appearance and, in some cases, gauge behaviour.<br />
<br />
==Table Contents==<br />
<br />
===$Load Retail Configuration:===<br />
*If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
*Syntax: '''Boolean'''<br />
<br />
===$Font:===<br />
*Which font to use for the HUD.<br />
*Syntax: '''Integer''', font index as defined in fonts.tbl<br />
<br />
===$Max Directives:===<br />
*Maximum number of directives displayed simultaneously.<br />
*Syntax: '''Integer''', default is 5.<br />
<br />
===$Max Escort Ships:===<br />
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.<br />
*Syntax: '''Integer'''<br />
<br />
===$Length Unit Multiplier:===<br />
*Defines the multiplier used for scaling the distances reported to the player in the game<br />
*Syntax: '''Float'''<br />
<br />
===$Speed Unit Multiplier:===<br />
*Analogous to the above, this multiplier is applied to all speeds reported to the player<br />
*Syntax: '''Float''', if nothing else is defined, this is set to the same value as the length unit multiplier above<br />
<br />
===$Wireframe Targetbox:===<br />
*Defines the default draw method for the targetbox<br />
*Syntax: '''Integer'''<br />
**Options:<br />
::* '''0''' - Standard with full bright lighting<br />
::* '''1''' - Wireframe<br />
::* '''2''' - Standard with proper lighting<br />
<br />
===$Lock Wireframe Mode:===<br />
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
*Selection for display type of the Reticle.<br />
*Syntax: '''String'''<br />
**Options: <br />
::* '''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
::* '''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
==#Gauge Config==<br />
<br />
===$Ship:===<br />
*Optional. If set, the following config data will only be used if the player ship is of the supplied ship class<br />
*Syntax: '''String''', the ship class name<br />
<br />
====$Load Retail Configuration:====<br />
*As per the global option above.<br />
*Syntax: '''Boolean'''<br />
<br />
====$Font:====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
===$Base:===<br />
*Base resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Required Aspect:===<br />
*Optional. If set, this configuration will only be loaded for widescreen or square resolutions.<br />
*Syntax: '''String''', either "Full Screen" or "Wide Screen".<br />
<br />
===$Min:===<br />
*Minimum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Max:===<br />
*Maximum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Gauges:===<br />
<br />
====+Custom:====<br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Name:=====<br />
*Name of this custom gauge.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====Text:=====<br />
*Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====X Offset:=====<br />
*Text will be displayed with an offset of x pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Y Offset:=====<br />
*Text will be displayed with an offset of y pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Gauge Type:=====<br />
*Each custom gauge must have a type. <br />
*Syntax: '''String''', one of the possible [[gauge types]].<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Color:=====<br />
*Optional. Defines the colour to use for this gauge.<br />
*Syntax: '''Integer Integer Integer'''<br />
<br />
=====Active by default:=====<br />
*Optional. Whether this gauge is always active, or only available after being activated via sexp.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Max Lines:=====<br />
*Optional. Maximum number of message lines that are displayed.<br />
*Syntax: '''Integer''', default is 3<br />
<br />
=====Max Width:=====<br />
*Optional. How many pixels the message lines may be long.<br />
*Syntax: '''Integer'''<br />
<br />
=====Line Height:=====<br />
*Optional. Vertical separation between message lines in pixels.<br />
*Syntax: '''Integer'''<br />
<br />
=====Total Lifetime:=====<br />
*Optional. Message lifetime in milliseconds.<br />
*Syntax: '''Integer'''<br />
<br />
=====Scroll Time:=====<br />
*Optional. Time to scroll one line.<br />
*Syntax: '''Integer'''<br />
<br />
=====Step Size:=====<br />
*Optional.<br />
*Syntax: '''Integer'''<br />
<br />
====+Training Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer''<br />
<br />
====+Support:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Header Offsets:=====<br />
=====Text Y-offset:=====<br />
=====Dock Status X-offset:=====<br />
=====Dock Time X-offset:=====<br />
<br />
====+Damage:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Hull Integrity Offsets:=====<br />
=====Hull Integrity Value X-offset:=====<br />
=====Top Background Height:=====<br />
=====Subsystem Entry Height:=====<br />
=====Subsystem List Start Offsets:=====<br />
=====Subsystem Entry Value X-offset:=====<br />
<br />
====+Wingman Status:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Left Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Right Background Filename:=====<br />
=====Dot Filename:=====<br />
=====Header Offsets:=====<br />
=====Left Background Width:=====<br />
=====Entry Width:=====<br />
=====Single Wing Offsets:=====<br />
=====Multiple Wing Start Offsets:=====<br />
=====Wing Name Offsets:=====<br />
=====Dot Offsets:=====<br />
=====Expansion Mode:=====<br />
<br />
====+Auto Speed:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
=====Auto Offsets:=====<br />
=====Speed Offsets:=====<br />
<br />
====+Auto Target:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Auto Offsets:=====<br />
=====Target Offsets:=====<br />
<br />
====+Countermeasures:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Talking Head:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
=====Header Offsets:=====<br />
=====Animation Offsets:=====<br />
=====Animation Background Size:=====<br />
<br />
====+Directives:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Top Background Height:=====<br />
=====List Start Offsets:=====<br />
=====Entry Height:=====<br />
<br />
====+Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Top Background Height:=====<br />
=====Entry Height:=====<br />
=====Command X-offset:=====<br />
=====Page Up Offsets:=====<br />
=====Page Down Offsets:=====<br />
<br />
====+Lag:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Mini Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====3 Digit Hull Offsets:=====<br />
=====2 Digit Hull Offsets:=====<br />
=====1 Digit Hull Offsets:=====<br />
<br />
====+Player Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Escort View:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Entry Height:=====<br />
=====Entry Stagger Width:=====<br />
=====Header Text:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Hull X-offset:=====<br />
=====Name X-offset:=====<br />
=====Status X-offset:=====<br />
<br />
====+Mission Time:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+ETS Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Engines:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Shields:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+Target Monitor:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Monitor Filename:=====<br />
=====Integrity Bar Filename:=====<br />
=====Viewport Offsets:=====<br />
=====Viewport Size:=====<br />
=====Integrity Bar Offsets:=====<br />
=====Integrity Bar Foreground Clip Height:=====<br />
=====Status Offsets:=====<br />
=====Name Offsets:=====<br />
=====Class Offsets:=====<br />
=====Distance Offsets:=====<br />
=====Speed Offsets:=====<br />
=====Hull Offsets:=====<br />
=====Cargo Contents Offsets:=====<br />
=====Cargo Scan Start Offsets:=====<br />
=====Cargo Scan Size:=====<br />
<br />
====+Extra Target Data:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Bracket Offsets:=====<br />
=====Dock Offsets:=====<br />
=====Order Offsets:=====<br />
=====Time Offsets:=====<br />
<br />
====+Radar:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar Orb:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar BSG:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Size:=====<br />
=====XY Disc Filename:=====<br />
=====XZ YZ Disc Filename:=====<br />
=====Sweep Disc Filename:=====<br />
=====Default Contact Filename:=====<br />
=====Unknown Contact Filename:=====<br />
=====Cockpit Target:=====<br />
======Canvas Size:======<br />
======Display Offset:======<br />
======Display Size:======<br />
<br />
====+Afterburner Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
<br />
====+Weapon Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Text Offsets:=====<br />
<br />
====+Text Warnings:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Center Reticle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Firepoint display:=====<br />
Displays the positions of the gun firepoints on your ship<br><br />
Syntax: '''Boolean''', YES or NO<br />
<br />
=====Firepoint size:=====<br />
=====Firepoint X coordinate multiplier:=====<br />
=====Firepoint Y coordinate multiplier:=====<br />
<br />
====+Throttle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Bottom Y-offset:=====<br />
=====Foreground Clip Width:=====<br />
=====Foreground Clip Height:=====<br />
=====Afterburner Clip Height:=====<br />
=====Show Background:=====<br />
=====Max Speed Label Offsets:=====<br />
=====Min Speed Label Offsets:=====<br />
=====Orbit Center Offsets:=====<br />
=====Orbit Radius:=====<br />
<br />
====+Threat Indicator:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Multiplayer Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Voice Status:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Ping:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Supernova:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Lock Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Lock Filename:=====<br />
=====Locked Filename:=====<br />
=====Lock Center Offsets:=====<br />
=====Locked Center Offsets:=====<br />
<br />
====+Offscreen Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Target Brackets:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Dot Filename:=====<br />
<br />
====+Hostile Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Target Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Missile Triangles:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Lead Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Center Offsets:=====<br />
<br />
====+Orientation Tee:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
<br />
====+Lead Sight:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Kills:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Weapon Linking:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
=====Single Primary Filename:=====<br />
=====Double Primary Filename:=====<br />
=====Single Secondary Filename:=====<br />
=====Double Secondary Filename:=====<br />
=====Triple Secondary Filename:=====<br />
=====Single Primary Offsets:=====<br />
=====Double Primary Offsets:=====<br />
=====Single Secondary Offsets:=====<br />
=====Double Secondary Offsets:=====<br />
=====Triple Secondary Offsets:=====<br />
<br />
====+Fixed Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
[[Category:Tables]]</div>Talon1024https://wiki.hard-light.net/index.php?title=Hud_gauges.tbl&diff=36448Hud gauges.tbl2011-08-19T04:24:49Z<p>Talon1024: /* Firepoint display: */</p>
<hr />
<div>{{SCP table}}<br />
<br />
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.<br />
<br />
NOTE: The following information is only applicable for builds based on Antipodes 7.<br />
<br />
==Gauge system overview==<br />
<br />
*HUD Elements in FS2 are called Gauges. Each gauge has various options to customize appearance and, in some cases, gauge behaviour.<br />
<br />
==Table Contents==<br />
<br />
===$Load Retail Configuration:===<br />
*If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.<br />
*Syntax: '''Boolean'''<br />
<br />
===$Font:===<br />
*Which font to use for the HUD.<br />
*Syntax: '''Integer''', font index as defined in fonts.tbl<br />
<br />
===$Max Directives:===<br />
*Maximum number of directives displayed simultaneously.<br />
*Syntax: '''Integer''', default is 5.<br />
<br />
===$Max Escort Ships:===<br />
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.<br />
*Syntax: '''Integer'''<br />
<br />
===$Length Unit Multiplier:===<br />
*Defines the multiplier used for scaling the distances reported to the player in the game<br />
*Syntax: '''Float'''<br />
<br />
===$Speed Unit Multiplier:===<br />
*Analogous to the above, this multiplier is applied to all speeds reported to the player<br />
*Syntax: '''Float''', if nothing else is defined, this is set to the same value as the length unit multiplier above<br />
<br />
===$Wireframe Targetbox:===<br />
*Defines the default draw method for the targetbox<br />
*Syntax: '''Integer'''<br />
**Options:<br />
::* '''0''' - Standard with full bright lighting<br />
::* '''1''' - Wireframe<br />
::* '''2''' - Standard with proper lighting<br />
<br />
===$Lock Wireframe Mode:===<br />
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.<br />
*Syntax: '''Boolean'''<br />
<br />
<br />
===$Reticle Style:===<br />
*Selection for display type of the Reticle.<br />
*Syntax: '''String'''<br />
**Options: <br />
::* '''FS1''' - uses '''''reticle1_fs1.ani'''''<br />
::* '''FS2''' - uses '''''reticle1.ani'''''<br />
<br />
==#Gauge Config==<br />
<br />
===$Ship:===<br />
*Optional. If set, the following config data will only be used if the player ship is of the supplied ship class<br />
*Syntax: '''String''', the ship class name<br />
<br />
====$Load Retail Configuration:====<br />
*As per the global option above.<br />
*Syntax: '''Boolean'''<br />
<br />
====$Font:====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
===$Base:===<br />
*Base resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Required Aspect:===<br />
*Optional. If set, this configuration will only be loaded for widescreen or square resolutions.<br />
*Syntax: '''String''', either "Full Screen" or "Wide Screen".<br />
<br />
===$Min:===<br />
*Minimum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Max:===<br />
*Maximum resolution for this config.<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
===$Gauges:===<br />
<br />
====+Custom:====<br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Name:=====<br />
*Name of this custom gauge.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====Text:=====<br />
*Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.<br />
*Syntax: '''String''', max length 32 characters<br />
<br />
=====X Offset:=====<br />
*Text will be displayed with an offset of x pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Y Offset:=====<br />
*Text will be displayed with an offset of y pixels from the gauge origin.<br />
*Syntax: '''Integer'''<br />
<br />
=====Gauge Type:=====<br />
*Each custom gauge must have a type. <br />
*Syntax: '''String''', one of the possible [[gauge types]].<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Color:=====<br />
*Optional. Defines the colour to use for this gauge.<br />
*Syntax: '''Integer Integer Integer'''<br />
<br />
=====Active by default:=====<br />
*Optional. Whether this gauge is always active, or only available after being activated via sexp.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Max Lines:=====<br />
*Optional. Maximum number of message lines that are displayed.<br />
*Syntax: '''Integer''', default is 3<br />
<br />
=====Max Width:=====<br />
*Optional. How many pixels the message lines may be long.<br />
*Syntax: '''Integer'''<br />
<br />
=====Line Height:=====<br />
*Optional. Vertical separation between message lines in pixels.<br />
*Syntax: '''Integer'''<br />
<br />
=====Total Lifetime:=====<br />
*Optional. Message lifetime in milliseconds.<br />
*Syntax: '''Integer'''<br />
<br />
=====Scroll Time:=====<br />
*Optional. Time to scroll one line.<br />
*Syntax: '''Integer'''<br />
<br />
=====Step Size:=====<br />
*Optional.<br />
*Syntax: '''Integer'''<br />
<br />
====+Training Messages:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer''<br />
<br />
====+Support:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Header Offsets:=====<br />
=====Text Y-offset:=====<br />
=====Dock Status X-offset:=====<br />
=====Dock Time X-offset:=====<br />
<br />
====+Damage:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Hull Integrity Offsets:=====<br />
=====Hull Integrity Value X-offset:=====<br />
=====Top Background Height:=====<br />
=====Subsystem Entry Height:=====<br />
=====Subsystem List Start Offsets:=====<br />
=====Subsystem Entry Value X-offset:=====<br />
<br />
====+Wingman Status:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Left Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Right Background Filename:=====<br />
=====Dot Filename:=====<br />
=====Header Offsets:=====<br />
=====Left Background Width:=====<br />
=====Entry Width:=====<br />
=====Single Wing Offsets:=====<br />
=====Multiple Wing Start Offsets:=====<br />
=====Wing Name Offsets:=====<br />
=====Dot Offsets:=====<br />
=====Expansion Mode:=====<br />
<br />
====+Auto Speed:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
=====Auto Offsets:=====<br />
=====Speed Offsets:=====<br />
<br />
====+Auto Target:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Auto Offsets:=====<br />
=====Target Offsets:=====<br />
<br />
====+Countermeasures:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Talking Head:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
=====Header Offsets:=====<br />
=====Animation Offsets:=====<br />
=====Animation Background Size:=====<br />
<br />
====+Directives:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====Top Background Height:=====<br />
=====List Start Offsets:=====<br />
=====Entry Height:=====<br />
<br />
====+Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Top Background Height:=====<br />
=====Entry Height:=====<br />
=====Command X-offset:=====<br />
=====Page Up Offsets:=====<br />
=====Page Down Offsets:=====<br />
<br />
====+Lag:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Mini Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====3 Digit Hull Offsets:=====<br />
=====2 Digit Hull Offsets:=====<br />
=====1 Digit Hull Offsets:=====<br />
<br />
====+Player Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Target Shields:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Escort View:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Top Background Filename:=====<br />
=====Entry Background Filename:=====<br />
=====Bottom Background Filename:=====<br />
=====Entry Height:=====<br />
=====Entry Stagger Width:=====<br />
=====Header Text:=====<br />
=====Header Offsets:=====<br />
=====List Start Offsets:=====<br />
=====Hull X-offset:=====<br />
=====Name X-offset:=====<br />
=====Status X-offset:=====<br />
<br />
====+Mission Time:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+ETS Weapons:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Engines:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+ETS Shields:==== <br />
<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Letter Offsets:=====<br />
=====Top Offsets:=====<br />
=====Bottom Offsets:=====<br />
<br />
====+Target Monitor:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Monitor Filename:=====<br />
=====Integrity Bar Filename:=====<br />
=====Viewport Offsets:=====<br />
=====Viewport Size:=====<br />
=====Integrity Bar Offsets:=====<br />
=====Integrity Bar Foreground Clip Height:=====<br />
=====Status Offsets:=====<br />
=====Name Offsets:=====<br />
=====Class Offsets:=====<br />
=====Distance Offsets:=====<br />
=====Speed Offsets:=====<br />
=====Hull Offsets:=====<br />
=====Cargo Contents Offsets:=====<br />
=====Cargo Scan Start Offsets:=====<br />
=====Cargo Scan Size:=====<br />
<br />
====+Extra Target Data:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Bracket Offsets:=====<br />
=====Dock Offsets:=====<br />
=====Order Offsets:=====<br />
=====Time Offsets:=====<br />
<br />
====+Radar:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar Orb:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Infinity Distance Offsets:=====<br />
=====Long Distance Offsets:=====<br />
=====Short Distance Offsets:=====<br />
<br />
====+Radar BSG:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Size:=====<br />
=====XY Disc Filename:=====<br />
=====XZ YZ Disc Filename:=====<br />
=====Sweep Disc Filename:=====<br />
=====Default Contact Filename:=====<br />
=====Unknown Contact Filename:=====<br />
=====Cockpit Target:=====<br />
======Canvas Size:======<br />
======Display Offset:======<br />
======Display Size:======<br />
<br />
====+Afterburner Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
<br />
====+Weapon Energy:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Height:=====<br />
=====Text Offsets:=====<br />
<br />
====+Text Warnings:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Center Reticle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Firepoint display:=====<br />
Displays the positions of the gun firepoints on your ship<br />
Syntax: '''Boolean''', YES or NO<br />
<br />
=====Firepoint size:=====<br />
=====Firepoint X coordinate multiplier:=====<br />
=====Firepoint Y coordinate multiplier:=====<br />
<br />
====+Throttle:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Foreground Clip Bottom Y-offset:=====<br />
=====Foreground Clip Width:=====<br />
=====Foreground Clip Height:=====<br />
=====Afterburner Clip Height:=====<br />
=====Show Background:=====<br />
=====Max Speed Label Offsets:=====<br />
=====Min Speed Label Offsets:=====<br />
=====Orbit Center Offsets:=====<br />
=====Orbit Radius:=====<br />
<br />
====+Threat Indicator:==== <br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Dumbfire Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Lock Offsets:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Multiplayer Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Voice Status:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Ping:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Supernova:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
====+Lock Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Lock Filename:=====<br />
=====Locked Filename:=====<br />
=====Lock Center Offsets:=====<br />
=====Locked Center Offsets:=====<br />
<br />
====+Offscreen Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
====+Target Brackets:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Dot Filename:=====<br />
<br />
====+Hostile Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Target Triangle:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Missile Triangles:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
=====Triangle Base:=====<br />
=====Triangle Height:=====<br />
<br />
====+Lead Indicator:====<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Center Offsets:=====<br />
<br />
====+Orientation Tee:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Radius:=====<br />
<br />
====+Lead Sight:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
====+Kills:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Filename:=====<br />
*Filename for the background graphic for this gauge<br />
*Syntax: '''Filename'''<br />
<br />
=====Text Offsets:=====<br />
=====Value Offsets:=====<br />
<br />
====+Weapon Linking:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
=====Slew:=====<br />
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.<br />
*Syntax: '''Boolean'''<br />
<br />
=====Arc Filename:=====<br />
=====Single Primary Filename:=====<br />
=====Double Primary Filename:=====<br />
=====Single Secondary Filename:=====<br />
=====Double Secondary Filename:=====<br />
=====Triple Secondary Filename:=====<br />
=====Single Primary Offsets:=====<br />
=====Double Primary Offsets:=====<br />
=====Single Secondary Offsets:=====<br />
=====Double Secondary Offsets:=====<br />
=====Triple Secondary Offsets:=====<br />
<br />
====+Fixed Messages:====<br />
=====Position:=====<br />
*Screen coordinates for this gauge<br />
*Syntax: '''(Integer, Integer)'''<br />
<br />
=====Font:=====<br />
*As per the global option above.<br />
*Syntax: '''Integer'''<br />
<br />
[[Category:Tables]]</div>Talon1024