https://wiki.hard-light.net/api.php?action=feedcontributions&user=The+Force&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-28T09:31:03ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Category:SCPUI&diff=65373Category:SCPUI2023-12-11T20:18:22Z<p>The Force: Created page with "This Is for Pages That Relate to the new Librocket UI"</p>
<hr />
<div>This Is for Pages That Relate to the new Librocket UI</div>The Forcehttps://wiki.hard-light.net/index.php?title=Options.tbl&diff=65372Options.tbl2023-12-11T20:17:14Z<p>The Force: </p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
Options.tbl is used by the [[SCPUI]] script system to define special user or script preferences in the built-in SCPUI Options Interface.<br />
<br />
Options.tbl can be extended with xxx-optn.tbm.<br />
<br />
==Options.tbl==<br />
*Begins with #Custom Options and ends with #End<br />
<br />
===$Name:===<br />
*The user-facing name of the option<br />
*Can be XSTR<br />
*Required<br />
*Syntax: '''''string'''''<br />
<br />
===+Description:===<br />
*A description for the option<br />
*Can be XSTR<br />
*Displayed on mouseover of an option.<br />
*Syntax: '''''string'''''<br />
<br />
===+Key:===<br />
*This is a unique key identifier that can be used to access the option's data<br />
*Required<br />
*Syntax: '''''string'''''<br />
<br />
===+Type:===<br />
*The type of option<br />
*Valid values are [[Options.tbl#Header|Header]], [[Options.tbl#Binary|Binary]], [[Options.tbl#Multi|Multi]], [[Options.tbl#Range|Range]], [[Options.tbl#FivePoint|FivePoint]], [[Options.tbl#TenPoint|TenPoint]]<br />
*Required<br />
*Syntax: '''''string'''''<br />
<br />
===+Column:===<br />
*The column to put the option in within the interface<br />
*Valid values are 1-4<br />
*Required<br />
*Syntax: '''''integer'''''<br />
<br />
===+Valid Values===<br />
*Starts a section of value definitions<br />
*Must be followed by exactly 2 +Val: values for [[Options.tbl#Binary|Binary]] options<br />
*Must be followed by at least 2 +Val: values for [[Options.tbl#Multi|Multi]] options<br />
*Required only for [[Options.tbl#Binary|Binary]] and [[Options.tbl#Multi|Multi]] types<br />
<br />
====+Val:====<br />
*Defines the internal values this option can have<br />
*Syntax: '''''string'''''<br />
<br />
===+Display Names===<br />
*Starts a section of value display names<br />
*Display names should match the order of Valid Values.<br />
*Must be followed by exactly 2 +Val: values for [[Options.tbl#Binary|Binary]] options<br />
*Must be followed by exactly 5 +Val: values for [[Options.tbl#FivePoint|FivePoint]] options<br />
*Must be followed by at least 2 +Val: values for [[Options.tbl#Multi|Multi]] options and must match the number of values defined<br />
*Required only for [[Options.tbl#Binary|Binary]], [[Options.tbl#Multi|Multi]], and [[Options.tbl#FivePoint|FivePoint]] types<br />
<br />
====+Val:====<br />
*Defines the user-facing value name for value<br />
*Can be XSTR<br />
*Syntax: '''''string'''''<br />
<br />
===+Min:===<br />
*Defines the low number for a [[Options.tbl#Range|Range]] option<br />
*Required only for [[Options.tbl#Range|Range]] types<br />
*Cannot be less than zero<br />
*Syntax: '''''float'''''<br />
<br />
===+Max:===<br />
*Defines the high number for a [[Options.tbl#Range|Range]] option<br />
*Required only for [[Options.tbl#Range|Range]] types<br />
*Cannot be less than or equal to the Min value<br />
*Syntax: '''''float'''''<br />
<br />
===+Default Value:===<br />
*Defines the default value the option will be set at<br />
*Required if option is not of type [[Options.tbl#Header|Header]]<br />
*Different option types require a different syntax<br />
*Syntax: '''''[[Options.tbl#FivePoint|FivePoint]] or [[Options.tbl#TenPoint|TenPoint]] integer, [[Options.tbl#Range|Range]] float, [[Options.tbl#Binary|Binary]] or [[Options.tbl#Multi|Multi]] string'''''<br />
<br />
===+Force Selector:===<br />
*A binary option defaults to a two button style. This flag will force a binary option to use the same style as a [[Options.tbl#Multi|Multi]] type option<br />
*Defaults to false<br />
*Syntax: '''''boolean'''''<br />
<br />
===+No Default:===<br />
*Designates the behavior of this option for the Mod Default button within the SCPUI Option Interface<br />
*If true then the option will be ignored<br />
*If false then the option will be reset to the default setting if the player clicks on the Mod Default button<br />
*Defaults to false<br />
*Syntax: '''''boolean'''''<br />
<br />
==Types==<br />
Below is a list of valid option types that can be defined.<br />
<br />
===Header===<br />
This is not an actual option, but can be used for categorizing options under related headings. Will display as larger underlined text.<br />
<br />
===Binary===<br />
This is an option with only two valid values. It can be displayed as a two-button style or like a multi selector. Returned values are always strings.<br />
<br />
===Multi===<br />
This is an option with any number of valid values and is displayed as a dropdown box selector. Returned values are always strings.<br />
<br />
===Range===<br />
This is an option that has a horizontal slider between min/max float values. Returned value will be a float.<br />
<br />
===FivePoint===<br />
This is an option with five settings that have a relationship from low to high. It will be displayed as five unique clickable points on a bar line and each point has a display string. It's the same kind of option that Difficulty uses. Returned value will be 1-5.<br />
<br />
===TenPoint===<br />
This is an option with ten settings that have a relationship from low to high. It will be displayed as ten unique clickable points on a bar line. Unlike FivePoint, it does not have a display string. Returned values will be 1-10.<br />
<br />
==Example==<br />
<pre><br />
#Custom Options<br />
<br />
$Name: XSTR("Example Header", -1)<br />
+Description: XSTR("Category header", -1)<br />
+Key: Header_Example<br />
+Type: Header<br />
+Column: 2<br />
<br />
$Name: XSTR("Example Binary Option", -1)<br />
+Description: XSTR("This is a binary option. You can force it to be a selector with ForceSelector True.", -1)<br />
+Key: Example_Binary<br />
+Type: Binary<br />
+Column: 2<br />
+Valid Values<br />
+Val: Off<br />
+Val: On<br />
+Display Names<br />
+Val: XSTR("Off", -1)<br />
+Val: XSTR("On", -1)<br />
+Default Value: On<br />
+Force Selector: false<br />
<br />
$Name: XSTR("Example Selector Option", -1)<br />
+Description: XSTR("This is a selector option.", -1)<br />
+Key: Example_Selector<br />
+Type: Multi<br />
+Column: 2<br />
+Valid Values<br />
+Val: String1<br />
+Val: String2<br />
+Val: String3<br />
+Display Names<br />
+Val: XSTR("String1", -1)<br />
+Val: XSTR("String2", -1)<br />
+Val: XSTR("String3", -1)<br />
+Default Value: String1<br />
<br />
$Name: XSTR("Example Range Option", -1)<br />
+Description: XSTR("This is a range option. It needs more testing. Min cannot be negative!", -1)<br />
+Key: Example_Range<br />
+Type: Range<br />
+Column: 2<br />
+Min: 0<br />
+Max: 2<br />
+Default Value: 1<br />
<br />
$Name: XSTR("Example Ten Point", -1)<br />
+Description: XSTR("This is a ten point dot selector. It functions as a range where saved values will be 1-10.", -1)<br />
+Key: Example_Ten_Point<br />
+Type: TenPoint<br />
+Column: 2<br />
+Default Value: 1<br />
<br />
$Name: XSTR("Example Five Point", -1)<br />
+Description: XSTR("This is a five point dot selector. It functions as a range where saved values will be 1-5.", -1)<br />
+Key: Example_Five_Point<br />
+Type: FivePoint<br />
+Column: 2<br />
+Display Names<br />
+Val: XSTR("String1", -1)<br />
+Val: XSTR("String2", -1)<br />
+Val: XSTR("String3", -1)<br />
+Val: XSTR("String4", -1)<br />
+Val: XSTR("String5", -1)<br />
+Default Value: 1<br />
<br />
#End<br />
</pre><br />
<br />
[[Category:Tables]]<br />
[[Category:SCPUI]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Scpui&diff=65371Scpui2023-12-11T20:14:48Z<p>The Force: </p>
<hr />
<div>[[Image:SCPUI.png|center|500px]]<br />
<br />
SCPUI is a term that refers to both the LUA Script implementation and the user interface LUA API in the FreespaceOpen engine available from versions 23.2 onwards. It is intended to be used with the [[librocket|librocket libraries]] to replace the base Freespace Open interface in an easily customizable way through LUA scripts.<br />
<br />
The original implementation of SCPUI was started by m!m and finished by MjnMixael. It is available here. This specific implementation attempts to replicate the original Freespace UI experience while offering enhancements such as in-game options not normally available.<br />
<br />
[[librocket|For documentation on the Librocket API, go here.]]<br />
<br />
The GitHub source files for SCPUI are available [https://github.com/MjnMixael/SCPUI here.]<br />
<br />
==Overview==<br />
SCPUI works by completely overriding a given game state's internal code. Everything that interface should be expected to do must be handled in the Lua scripts. Methods to get and set appropriate game data are supplied by FSO's UI API. The core file that handles this is ui_system-sct.tbl. This file is SCPUI's state management controller. If it detects a valid SCPUI interface for a given game state, it will load a librocket file and begin execution of the appropriate scripts.<br />
<br />
At the time of writing this, SCPUI is not compatible with multiplayer and will automatically disable itself if the game is put into multiplayer mode.<br />
<br />
An SCPUI game state definition has three main files; RML, RCSS, and LUA. More information is available on those specific pages, but for now it's enough to know that RML is a kind of base HTML, RCSS is a base CSS, and LUA is an FSO compatible LUA file.<br />
<br />
The lua file for that state will be run until an FSO game state change is detected. When that happens, the ui_system-sct will clean up the librocket elements and then check if a new set of SCPUI files should be loaded.<br />
<br />
The FSO Engine's Lua API provides a library of methods for interfacing with UI code. Please consult the [[Command-Line_Reference#-output_scripting|scripting.html]] file and the '''''UserInterface (ui)''''' library for details.<br />
<br />
==Scpui.tbl==<br />
SCPUI's global settings can be modified with scpui.tbl or xxx-ui.tbm files.<br />
[[scpui.tbl|Documentation on scpui.tbl is available here.]]<br />
<br />
==Visual Customization==<br />
Unlike FSO's built-in User Interface, SCPUI liberally re-uses visual assets wherever possible. Because of this, there are only about 225 image files compared to retail's thousands. This makes changing the look and feel of the UI incredibly easy even for those who are not interested in modifying the underlying Lua code.<br />
<br />
===Background===<br />
You can change the main background image for all SCPUI screens by simply replacing <code>bg.png</code>. Other background features are covered in the [[scpui.tbl|scpui.tbl documentation.]]<br />
<br />
===Logo===<br />
There are several UI screens that use a logo image. It comes in three main variants...<br />
<br />
*Standard<br />
**Replace <code>logo.png</code> to replace the standard logo throughout all of SCPUI.<br />
*Wide<br />
**For FS2, this logo is the version with the "wings". Replace <code>logo-wide.png</code> to change this one.<br />
*Loop<br />
**In FS2 this is the [[Special_Operations_Command|SOC]] logo used in the Loop Brief UI. For this one replace <code>loop-logo.png</code><br />
<br />
===Elements===<br />
The main UI elements (window boxes, button panels, etc) are all re-used liberally throughout SCPUI. At the time of writing this article, there are 53 of these files in total. You can modify them however you like.<br />
<br />
*It is highly recommended you do not change the aspect ratio of these images if you do not want to have to modify RML and RCSS files.<br />
<br />
===Buttons===<br />
There are a number of button styles that SCPUI uses to match FS2's retail UI. Each button has at least three images: Main, Hover, and On. Generally they are designated like the following example:<br />
<pre><br />
arrow-up.png ;;Main<br />
arrow-up-h.png ;;Hover<br />
arrow-up-o.png ;;On<br />
</pre><br />
<br />
In some cases there are Positive and Negative versions. These are named like the following example:<br />
<pre><br />
select.png ;;Main<br />
select-pos-h.png ;;Positive Hover<br />
select-pos-o.png ;;Positive On<br />
select-neg-h.png ;;Negative Hover<br />
select-neg-o.png ;;Negative On<br />
</pre><br />
<br />
==3D Select Icons==<br />
SCPUI supports both 2D pre-drawn icons as well as generated 3D icons. However, they are handled a little differently than inside base FSO. Instead of drawing the 3D models each frame in place of an icon, SCPUI pre-generates icon images on game start and displays those in place of the actual icons. Icons are generated during SCPUI's splash screens and cached to the appdata directory to speed up load times on subsequent gameplay instances.<br />
<br />
==Loadout Handling==<br />
SCPUI includes an entirely custom loadout handler that bypasses some of FSO's built-in methods. The biggest change is that each loadout is saved to a json file in the player's appdata directory as <code>scpui_loadouts.cfg</code>. Note this is saved in the mod's appdata directory and not the players directory. <br />
<br />
The past loadout will be reloaded across game instances and much more reliably across gameplay entirely. Loadout saves differentiate between missions played in Campaign and missions played via Simulator room.<br />
<br />
==Librocket==<br />
[[librocket|Librocket]] is a pseudo html/css rendering library included with FSO. It is designed as a complete solution for any project's interface needs.SCPUI uses this library to create and manage each UI context. <br />
<br />
LibRocket uses the time-tested open standards XHTML1.0 and CSS2.0 (while borrowing features from HTML5 and CSS3), and extends them with features suited towards real-time applications.<br />
<br />
Documentation on how to interface with the librocket API can be found [[librocket|here]].<br />
<br />
==Game State Management==<br />
SCPUI's game state management is handled by the [[scpui.tbl]] file that simply lists the game state from [[List_of_Game_States|FSO's game states]] and matches it with an RML file that will be associated. One notable exception is GS_STATE_SCRIPTING which allows for substates. This feature means that you can effectively create an unlimited amount of custom UIs that all exist within GS_STATE_SCRIPTING.<br />
<br />
*To call a built-in game state use ba.postGameEvent("gamestate").<br />
*To call a scripting substate use ScpuiSystem:beginSubstate("substate")<br />
<br />
==Dialog Popups==<br />
Freespace Open has a number of built-in dialog popups throughout the user interface. SCPUI automatically intercepts those popups and displays them as a librocket styled popup window.<br />
<br />
You can create your own custom dialog popups within the UI scripts. To do this you must include <code>local dialogs = require("dialogs")</code> within the scope of your script. The dialogs function has several parameters for you to define.<br />
<br />
===Title===<br />
*Used to define the title of the dialog window.<br />
*<code>dialog:title("yourtitle")</code><br />
<br />
===Text===<br />
*Used to define the text or description your popup will contain.<br />
*<code>dialog:text("yourtext")</code><br />
<br />
===Input===<br />
*Defines if the user can type a string as input<br />
*Useful for allowing the user to name pilots, saves, etc<br />
*User must press ENTER to allow the code to execute on the provided string<br />
*True to allow input, false to disallow. Defaults to false if this parameter is not provided.<br />
**<code>dialog:input(boolean)</code><br />
<br />
===Buttons===<br />
*Defines the user-clickable buttons that will be included in the dialog. It has the following parameters<br />
*Type can be one of the following:<br />
**dialogs.BUTTON_TYPE_POSITIVE<br />
**dialogs.BUTTON_TYPE_NEGATIVE<br />
**dialogs.BUTTON_TYPE_NEUTRAL<br />
*Text is the text for the button, such as "Okay".<br />
*Value is the data that will be returned when the button is clicked.<br />
*Keypress is the keyboard shortcut for this button.<br />
*<code>dialog:buttons(type, text, value, keypress)</code><br />
<br />
===Escape===<br />
*Used to define if the user should be able to cancel the dialog popup with the ESC key.<br />
*A non nil value enables ESC and will be the return value if ESC is pressed<br />
*<code>dialog:escape(value)</code><br />
<br />
===Show===<br />
*This is the final step that displays the popup and defines how to handle the return values<br />
*return values come back as the parameter ''response''<br />
*The ui.enableInput() here specifically enables input on the dialog popup context. The dialog will automatically return input to the SCPUI context when it's closed.<br />
<pre><br />
dialog:show(self.document.context)<br />
:continueWith(function(response)<br />
"Execute code here"<br />
end)<br />
ui.enableInput(self.document.context)<br />
</pre><br />
<br />
==Custom Mod Options==<br />
[[Image:Screen0594.png|thumb|right|480px|The Custom Options in the [[bta|Between the Ashes]] mod.]]<br />
SCPUI comes with a built-in feature to allow for custom in-game options specific to a particular mod. These options are defined by [[options.tbl]] and saved to the player folder as <code>scpui_options.cfg</code>. Scripts can take advantage of this feature to allow players to customize how scripts run, or if they even run at all.<br />
<br />
For example, you could take the [https://github.com/FSO-Scripters/fso-scripts/tree/master/radaricon HUD Icons script] and create a global toggle. This allows players to turn HUD Icons on or off entirely. Furthermore you could allow customizing the max opacity of the icons, the distance at which the icons become fully transparent, and the distance at which the icons become fully opaque. These options will all within the in-game Options UI.<br />
<br />
*''''Note that [[game_settings.tbl#$Mod_title:|$Mod_title:]] in [[game_settings.tbl]] is required for this feature to work!''''<br />
*It's a good idea to make sure your mod title is unique to avoid mod options collisions.<br />
<br />
===Options.tbl===<br />
This table file is used to define the Options buttons within the Options UI.<br />
*It can be extended with xxx-optn.tbl<br />
*[[options.tbl|Documentation on the options.tbl is available here.]]<br />
<br />
===Save Structure===<br />
The player's options are saved to <code>scpui_options.cfg</code> in data/players. This makes the options available across mod versions. The save structure within the file follows a player->mod->option hierarchy. (See example below.) This allows for each player to have their own preferences for each mod they play without interfering with other players' preferences.<br />
<pre><br />
"John": {<br />
"Between The Ashes": {<br />
"Alarm_Voice": "Vasudan",<br />
"Verbose_Debugging": "Off",<br />
"Font_Multiplier": 2,<br />
"Icon_Far": 2,<br />
"Icon_Near": 5,<br />
"Brief_Render_Option": "Texture",<br />
"Icon_Opacity": "1",<br />
"Cockpit_Alarms": "On",<br />
"HUD_Icons": "Off",<br />
"Cockpit_Rendering": "Off",<br />
"Easter_Eggs": "On"<br />
}<br />
},<br />
"Mike": {<br />
"Between The Ashes": {<br />
"Cockpit_Rendering": "Off",<br />
"Easter_Eggs": "On",<br />
"Font_Multiplier": 5,<br />
"Icon_Far": 2,<br />
"Icon_Near": 5,<br />
"Brief_Render_Option": "Texture",<br />
"Icon_Opacity": "1",<br />
"Cockpit_Alarms": "On",<br />
"HUD_Icons": "Off",<br />
"Verbose_Debugging": "On",<br />
"Alarm_Voice": "Female"<br />
}<br />
}<br />
</pre><br />
<br />
===Accessing Save Data===<br />
Modifying Options within the in-game UI and saving those values to a file is just a start. In order for these options to do anything, you'll need to hook them into your scripts. After the Pilot Select screen and a player is chosen, the current Options are available in a global variable called <code>ScpuiOptionValues</code> with direct access to a specific option by specifying the [[options.tbl#+Key:|option key]].<br />
*It may be recommended to create a script-tbl.tbm that runs [[Scripting.tbl#On_State_End:|$On State End]] and checks if hv.OldState is either "GS_STATE_INITIAL_PLAYER_SELECT" or "GS_STATE_OPTIONS_MENU". If true, then forward the option preferences to your script's local values.<br />
<pre><br />
#Conditional Hooks<br />
$Application: FS2_Open<br />
$On State End:<br />
[<br />
if hv.OldState.Name == "GS_STATE_INITIAL_PLAYER_SELECT" or hv.OldState.Name == "GS_STATE_OPTIONS_MENU" then<br />
if ScpuiOptionValues.HUD_Icons == "On" then<br />
ba.print("MOD OPTION: Player enabled HUD Icons")<br />
RadarIcon.PlayerEnabled = true<br />
else<br />
ba.print("MOD OPTION: Player disabled HUD Icons")<br />
RadarIcon.PlayerEnabled = false<br />
end<br />
end<br />
]<br />
#End<br />
</pre><br />
<br />
===Pilot Select===<br />
The pilot select UI has special handling of custom mod options, including [[scpui#Font_Size_Multiplier|Font Size Multiplier]] because player preferences cannot be loaded until a player is selected. For this specific use case, SCPUI creates a <code>scpui_options_global.cfg</code> whenever user preferences are saved. This file contains no mod or player specific information in the save structure. It is just a list of key/value pairs for the most recently used pilot.<br />
*This setup was created specifically to handle the font size option during player selection, but it can be used to perform script actions before a player is selected if necessary.<br />
*In this case, options are still available as '''''ScpuiOptionValues'''''' and accessed the same way, but there is no guarantee that the option will exist depending on the last mod the player played.<br />
<br />
==Individual UIs==<br />
The following FSO UIs are currently supported by SCPUI.<br />
<br />
*Barracks<br />
*Briefing<br />
*Campaign Select<br />
*Command Briefing<br />
*Control Config<br />
*Debriefing<br />
*Fiction Viewer<br />
*Game Paused<br />
*Game Help<br />
*Hotkey Config<br />
*HUD Config<br />
*Loop Briefing<br />
*Medals<br />
*Mission Log<br />
*Options<br />
**Multi Options are not yet supported<br />
*Pilot Select<br />
*Red Alert<br />
*Ship Select<br />
*Tech Room Credits<br />
*Tech Room Cutscenes<br />
**Because of FSO/Librocket limitations, viewing a cutscene actually sets SCPUI to a [[Scpui.tbl#Substate:|Scripting Substate]] for the duration of the cutscene itself.<br />
*Tech Room Database<br />
*Tech Room Missions<br />
*Weapon Select<br />
<br />
==Development and Debugging==<br />
There are three main things to know when developing and debugging SCPUI.<br />
<br />
#You can view the librocket debugger by pressing '''''ctrl-shift-d'''''<br />
#You can live-reload RML and RCSS files by pressing '''''ctrl-shift-r'''''<br />
**It's worth noting that Librocket will drop the existing elements and lose them in memory. This will cause a warning on game-exit.<br />
#Librocket API warnings and errors are not currently forwarded to FSO's error handling. Because of this, simple bugs in your Lua code that uses the API cause cause FSO to crash.<br />
#You can force regenerating all loadout icons by pressing F12 during FSO's splash screen.<br />
#You can force deleting the current mission's loadout by pressing F12 during mission loading.<br />
<br />
==Tips==<br />
*In general, the ui system will handle passing control back and forth between the SCPUI context and FSO. In rare cases you may need to handle this manually. The FSO API methods ui.enableInput() and ui.disableInput() are provided to handle this case.<br />
<br />
*The Medals UI cannot be done programmatically. New art is required and mod-specific RML and RCSS files need to be created. The base release of SCPUI includes the necessary setup for FS2's medals.<br />
<br />
*For 3D weapon selection, SCPUI can only use [[Weapons.tbl#.24Tech_Model:|Tech models]] and you need to make sure you have [[Weapons.tbl#.2BCloseup_Pos:|Closeup_Pos]] and [[Weapons.tbl#.2BCloseup_Zoom:|Closeup_Zoom]] set. If you don't have a tech model, just set the regular model file as the tech model in your table.<br />
<br />
==Tutorials==<br />
*TODO<br />
[[Category:SCPUI]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Template:Tables&diff=65370Template:Tables2023-12-11T20:13:47Z<p>The Force: </p>
<hr />
<div>{| 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%;"|'''''List of [[Tables]] and related code files'''''<br />
|-<br />
! colspan="2" style="color: white; height: 30px; background: #512020; 70%;"|'''* Notes [[Modular Tables]]'''<br />
|-<br />
! colspan="2" style="color: white; height: 30px; background: #512020; 70%;"|'''** Notes tables which only use modular tables'''<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"| [[Animation.tbl]]**<br />
| '''/model/'''modelanimation.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"| [[Cheats.tbl]]*<br />
| '''/cheats_table/'''cheats_table.cpp<br />
|-<br />
| align="center"| [[Colors.tbl]]*<br />
| '''/globalincs/'''alphacolors.cpp <br />
|-<br />
| align="center"| [[Curves.tbl]]*<br />
| '''/math/'''curves.cpp <br />
|-<br />
| align="center"| [[Controlconfigdefaults.tbl]]<br />
| '''/controlconfig/'''controlsconfigcommon.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"| [[Decals.tbl]]**<br />
| '''/decals/'''decals.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"| [[Game_settings.tbl]]*<br />
| '''/mod_table/'''mod_table.cpp<br />
|-<br />
| align="center"| [[Glowpoints.tbl]]*<br />
| '''/model/'''modelread.cpp<br />
|-<br />
| align="center"| [[Help.tbl]]*<br />
| '''/gamehelp/'''contexthelp.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"| [[Lighting_Profiles.tbl]]*<br />
| '''/lighting/'''lighting_profiles.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"| [[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"| [[Options.tbl]]*<br />
| '''Not In Codebase'''<br />
|-<br />
| align="center"| [[Particle Effects|Particle effects(-part.tbm)]]**<br />
| '''/particle/effects'''...<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"| [[Scpui.tbl]]*<br />
| '''Not In Codebase'''<br />
|-<br />
| align="center"| [[Scripting.tbl]]*<br />
| '''/parse/'''scripting.cpp<br />
|-<br />
| align="center"| [[Ships.tbl]]*<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Dynamic SEXPs|Sexps.tbl]]**<br />
| '''/parse/sexp/'''sexp_lookup.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 />
| '''/stats/'''scoring.cpp<br />
|-<br />
| align="center"| [[Tstrings.tbl]]*<br />
| '''/localization/'''localize.cpp<br />
|-<br />
| align="center"| [[Virtual_pofs.tbl]]*<br />
| '''/model/'''modelreplace.cpp<br />
|-<br />
| align="center"| [[Weapon_expl.tbl]]*<br />
| '''/weapon/'''weapons.cpp<br />
|-<br />
| align="center"| [[Weapons.tbl]]*<br />
| '''/weapon/'''weapons.cpp<br />
|-<br />
|}<noinclude>[[Category:Templates|Tables]]</noinclude></div>The Forcehttps://wiki.hard-light.net/index.php?title=Scpui.tbl&diff=65369Scpui.tbl2023-12-11T20:01:10Z<p>The Force: </p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
Scpui.tbl is used by the [[SCPUI]] script system to define what [[List_of_Game_States|engine game states]] are linked to [[librocket]] RML files. This effectively allows SCPUI to override a built-in game UI with one of its own. This table also allows setting various background definitions for UIs on a granular basis.<br />
<br />
SCPUI.tbl can be extended with xxx-ui.tbm.<br />
<br />
==SCPUI.tbl==<br />
*SCPUI defines what game states and substates exist for SCPUI through the use of this table file and modular -ui.tbms.<br />
*Begins with one of the section names and ends with #End<br />
<br />
==#State Replacement==<br />
*This section defines what RML files are used to replace specific game states.<br />
<br />
===$State:===<br />
*The game state to replace from [[List_of_Game_States|FSO's game states]]<br />
*Syntax: '''''string'''''<br />
<br />
===+Substate:===<br />
*The name of the substate<br />
*Required for GS_STATE_SCRIPTING<br />
*Syntax: '''''string'''''<br />
<br />
===+Markup:===<br />
*The path to the RML file definition to use for the game state<br />
*Must include the file path<br />
*Syntax: '''''string'''''<br />
<br />
==#Background Replacement==<br />
*Defines what css class to use to set the background for UIs on a per-campaign basis.<br />
*By default all UIs use the css class<code>general_bg</code>.<br />
<br />
===$Campaign Background:===<br />
*Designates that a new define will follow<br />
*Has no arguments<br />
<br />
====+Campaign Filename:====<br />
*The campaign filename without extension<br />
*Syntax: '''''string'''''<br />
<br />
====+RCSS Class Name:====<br />
*The css class name to use as a replacement. Make sure this class exists in a loaded rcss file!<br />
*Syntax: '''''string'''''<br />
<br />
==#Briefing Stage Background Replacement==<br />
*Defines customized briefing grid backgrounds on a per-mission or per-briefing-stage level.<br />
*The background is <code>br-black.png</code> by default.<br />
<br />
===$Briefing Grid Background:===<br />
*Designates that a new define will follow<br />
*Has no arguments<br />
<br />
====+Mission Filename:====<br />
*The mission filename where the briefing background will be replaced<br />
*Without extension<br />
*Syntax: '''''string'''''<br />
<br />
====+Default Background Filename:====<br />
*The new default background file to use for the mission<br />
*WITH extension<br />
*Syntax: '''''string'''''<br />
<br />
====+Stage Override:====<br />
*The briefing stage of the mission to define an override for<br />
*Not required for every stage. Any stage without an override will use the mission default<br />
*Syntax: '''''integer'''''<br />
<br />
=====+Background Filename:=====<br />
*The new default background file to use for the stage<br />
*WITH extension<br />
*Syntax: '''''string'''''<br />
<br />
===Example===<br />
<pre><br />
#State Replacement<br />
<br />
$State: GS_STATE_INITIAL_PLAYER_SELECT<br />
+Markup: data/interface/markup/pilot_select.rml<br />
<br />
$State: GS_STATE_SCRIPTING<br />
+Substate: Newsroom<br />
+Markup: data/interface/markup/journal.rml<br />
<br />
#Background Replacement<br />
<br />
$Campaign Background:<br />
+Campaign Filename: bta1_m<br />
+RCSS Class Name: bta1_bg<br />
<br />
#Briefing Stage Background Replacement<br />
<br />
$Briefing Grid Background:<br />
+Mission Filename: bta2_m1_01<br />
+Default Background Filename: br-black.png<br />
+Stage Override: 1<br />
+Background Filename: br-deltaserpentis.png<br />
+Stage Override: 2<br />
+Background Filename: br-stars.png<br />
+Stage Override: 5<br />
+Background Filename: br-luyten.png<br />
<br />
#End<br />
</pre><br />
[[Category:Tables]]<br />
[[Category:SCPUI]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Scpui.tbl&diff=65368Scpui.tbl2023-12-11T20:00:34Z<p>The Force: Adjust Formatting to match other tables.</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
Scpui.tbl is used by the [[SCPUI]] script system to define what [[List_of_Game_States|engine game states]] are linked to [[librocket]] RML files. This effectively allows SCPUI to override a built-in game UI with one of its own. This table also allows setting various background definitions for UIs on a granular basis.<br />
<br />
SCPUI.tbl can be extended with xxx-ui.tbm.<br />
<br />
==SCPUI.tbl==<br />
*SCPUI defines what game states and substates exist for SCPUI through the use of this table file and modular -ui.tbms.<br />
*Begins with one of the section names and ends with #End<br />
<br />
==#State Replacement==<br />
*This section defines what RML files are used to replace specific game states.<br />
<br />
===$State:===<br />
*The game state to replace from [[List_of_Game_States|FSO's game states]]<br />
*Syntax: '''''string'''''<br />
<br />
===+Substate:===<br />
*The name of the substate<br />
*Required for GS_STATE_SCRIPTING<br />
*Syntax: '''''string'''''<br />
<br />
===+Markup:===<br />
*The path to the RML file definition to use for the game state<br />
*Must include the file path<br />
*Syntax: '''''string'''''<br />
<br />
==#Background Replacement==<br />
*Defines what css class to use to set the background for UIs on a per-campaign basis.<br />
*By default all UIs use the css class<code>general_bg</code>.<br />
<br />
===$Campaign Background:===<br />
*Designates that a new define will follow<br />
*Has no arguments<br />
<br />
====+Campaign Filename:====<br />
*The campaign filename without extension<br />
*Syntax: '''''string'''''<br />
<br />
====+RCSS Class Name:====<br />
*The css class name to use as a replacement. Make sure this class exists in a loaded rcss file!<br />
*Syntax: '''''string'''''<br />
<br />
==#Briefing Stage Background Replacement==<br />
*Defines customized briefing grid backgrounds on a per-mission or per-briefing-stage level.<br />
*The background is <code>br-black.png</code> by default.<br />
<br />
===$Briefing Grid Background:===<br />
*Designates that a new define will follow<br />
*Has no arguments<br />
<br />
====+Mission Filename:====<br />
*The mission filename where the briefing background will be replaced<br />
*Without extension<br />
*Syntax: '''''string'''''<br />
<br />
====+Default Background Filename:====<br />
*The new default background file to use for the mission<br />
*WITH extension<br />
*Syntax: '''''string'''''<br />
<br />
====+Stage Override:====<br />
*The briefing stage of the mission to define an override for<br />
*Not required for every stage. Any stage without an override will use the mission default<br />
*Syntax: '''''integer'''''<br />
<br />
=====+Background Filename:=====<br />
*The new default background file to use for the stage<br />
*WITH extension<br />
*Syntax: '''''string'''''<br />
<br />
===Example===<br />
<pre><br />
#State Replacement<br />
<br />
$State: GS_STATE_INITIAL_PLAYER_SELECT<br />
+Markup: data/interface/markup/pilot_select.rml<br />
<br />
$State: GS_STATE_SCRIPTING<br />
+Substate: Newsroom<br />
+Markup: data/interface/markup/journal.rml<br />
<br />
#Background Replacement<br />
<br />
$Campaign Background:<br />
+Campaign Filename: bta1_m<br />
+RCSS Class Name: bta1_bg<br />
<br />
#Briefing Stage Background Replacement<br />
<br />
$Briefing Grid Background:<br />
+Mission Filename: bta2_m1_01<br />
+Default Background Filename: br-black.png<br />
+Stage Override: 1<br />
+Background Filename: br-deltaserpentis.png<br />
+Stage Override: 2<br />
+Background Filename: br-stars.png<br />
+Stage Override: 5<br />
+Background Filename: br-luyten.png<br />
<br />
#End<br />
</pre><br />
[[Category:Tables]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Options.tbl&diff=65367Options.tbl2023-12-11T19:59:43Z<p>The Force: Adjust Formatting to match other tables.</p>
<hr />
<div>{{SCP_table}}<br />
{{Tables}}<br />
Options.tbl is used by the [[SCPUI]] script system to define special user or script preferences in the built-in SCPUI Options Interface.<br />
<br />
Options.tbl can be extended with xxx-optn.tbm.<br />
<br />
==Options.tbl==<br />
*Begins with #Custom Options and ends with #End<br />
<br />
===$Name:===<br />
*The user-facing name of the option<br />
*Can be XSTR<br />
*Required<br />
*Syntax: '''''string'''''<br />
<br />
===+Description:===<br />
*A description for the option<br />
*Can be XSTR<br />
*Displayed on mouseover of an option.<br />
*Syntax: '''''string'''''<br />
<br />
===+Key:===<br />
*This is a unique key identifier that can be used to access the option's data<br />
*Required<br />
*Syntax: '''''string'''''<br />
<br />
===+Type:===<br />
*The type of option<br />
*Valid values are [[Options.tbl#Header|Header]], [[Options.tbl#Binary|Binary]], [[Options.tbl#Multi|Multi]], [[Options.tbl#Range|Range]], [[Options.tbl#FivePoint|FivePoint]], [[Options.tbl#TenPoint|TenPoint]]<br />
*Required<br />
*Syntax: '''''string'''''<br />
<br />
===+Column:===<br />
*The column to put the option in within the interface<br />
*Valid values are 1-4<br />
*Required<br />
*Syntax: '''''integer'''''<br />
<br />
===+Valid Values===<br />
*Starts a section of value definitions<br />
*Must be followed by exactly 2 +Val: values for [[Options.tbl#Binary|Binary]] options<br />
*Must be followed by at least 2 +Val: values for [[Options.tbl#Multi|Multi]] options<br />
*Required only for [[Options.tbl#Binary|Binary]] and [[Options.tbl#Multi|Multi]] types<br />
<br />
====+Val:====<br />
*Defines the internal values this option can have<br />
*Syntax: '''''string'''''<br />
<br />
===+Display Names===<br />
*Starts a section of value display names<br />
*Display names should match the order of Valid Values.<br />
*Must be followed by exactly 2 +Val: values for [[Options.tbl#Binary|Binary]] options<br />
*Must be followed by exactly 5 +Val: values for [[Options.tbl#FivePoint|FivePoint]] options<br />
*Must be followed by at least 2 +Val: values for [[Options.tbl#Multi|Multi]] options and must match the number of values defined<br />
*Required only for [[Options.tbl#Binary|Binary]], [[Options.tbl#Multi|Multi]], and [[Options.tbl#FivePoint|FivePoint]] types<br />
<br />
====+Val:====<br />
*Defines the user-facing value name for value<br />
*Can be XSTR<br />
*Syntax: '''''string'''''<br />
<br />
===+Min:===<br />
*Defines the low number for a [[Options.tbl#Range|Range]] option<br />
*Required only for [[Options.tbl#Range|Range]] types<br />
*Cannot be less than zero<br />
*Syntax: '''''float'''''<br />
<br />
===+Max:===<br />
*Defines the high number for a [[Options.tbl#Range|Range]] option<br />
*Required only for [[Options.tbl#Range|Range]] types<br />
*Cannot be less than or equal to the Min value<br />
*Syntax: '''''float'''''<br />
<br />
===+Default Value:===<br />
*Defines the default value the option will be set at<br />
*Required if option is not of type [[Options.tbl#Header|Header]]<br />
*Different option types require a different syntax<br />
*Syntax: '''''[[Options.tbl#FivePoint|FivePoint]] or [[Options.tbl#TenPoint|TenPoint]] integer, [[Options.tbl#Range|Range]] float, [[Options.tbl#Binary|Binary]] or [[Options.tbl#Multi|Multi]] string'''''<br />
<br />
===+Force Selector:===<br />
*A binary option defaults to a two button style. This flag will force a binary option to use the same style as a [[Options.tbl#Multi|Multi]] type option<br />
*Defaults to false<br />
*Syntax: '''''boolean'''''<br />
<br />
===+No Default:===<br />
*Designates the behavior of this option for the Mod Default button within the SCPUI Option Interface<br />
*If true then the option will be ignored<br />
*If false then the option will be reset to the default setting if the player clicks on the Mod Default button<br />
*Defaults to false<br />
*Syntax: '''''boolean'''''<br />
<br />
==Types==<br />
Below is a list of valid option types that can be defined.<br />
<br />
===Header===<br />
This is not an actual option, but can be used for categorizing options under related headings. Will display as larger underlined text.<br />
<br />
===Binary===<br />
This is an option with only two valid values. It can be displayed as a two-button style or like a multi selector. Returned values are always strings.<br />
<br />
===Multi===<br />
This is an option with any number of valid values and is displayed as a dropdown box selector. Returned values are always strings.<br />
<br />
===Range===<br />
This is an option that has a horizontal slider between min/max float values. Returned value will be a float.<br />
<br />
===FivePoint===<br />
This is an option with five settings that have a relationship from low to high. It will be displayed as five unique clickable points on a bar line and each point has a display string. It's the same kind of option that Difficulty uses. Returned value will be 1-5.<br />
<br />
===TenPoint===<br />
This is an option with ten settings that have a relationship from low to high. It will be displayed as ten unique clickable points on a bar line. Unlike FivePoint, it does not have a display string. Returned values will be 1-10.<br />
<br />
==Example==<br />
<pre><br />
#Custom Options<br />
<br />
$Name: XSTR("Example Header", -1)<br />
+Description: XSTR("Category header", -1)<br />
+Key: Header_Example<br />
+Type: Header<br />
+Column: 2<br />
<br />
$Name: XSTR("Example Binary Option", -1)<br />
+Description: XSTR("This is a binary option. You can force it to be a selector with ForceSelector True.", -1)<br />
+Key: Example_Binary<br />
+Type: Binary<br />
+Column: 2<br />
+Valid Values<br />
+Val: Off<br />
+Val: On<br />
+Display Names<br />
+Val: XSTR("Off", -1)<br />
+Val: XSTR("On", -1)<br />
+Default Value: On<br />
+Force Selector: false<br />
<br />
$Name: XSTR("Example Selector Option", -1)<br />
+Description: XSTR("This is a selector option.", -1)<br />
+Key: Example_Selector<br />
+Type: Multi<br />
+Column: 2<br />
+Valid Values<br />
+Val: String1<br />
+Val: String2<br />
+Val: String3<br />
+Display Names<br />
+Val: XSTR("String1", -1)<br />
+Val: XSTR("String2", -1)<br />
+Val: XSTR("String3", -1)<br />
+Default Value: String1<br />
<br />
$Name: XSTR("Example Range Option", -1)<br />
+Description: XSTR("This is a range option. It needs more testing. Min cannot be negative!", -1)<br />
+Key: Example_Range<br />
+Type: Range<br />
+Column: 2<br />
+Min: 0<br />
+Max: 2<br />
+Default Value: 1<br />
<br />
$Name: XSTR("Example Ten Point", -1)<br />
+Description: XSTR("This is a ten point dot selector. It functions as a range where saved values will be 1-10.", -1)<br />
+Key: Example_Ten_Point<br />
+Type: TenPoint<br />
+Column: 2<br />
+Default Value: 1<br />
<br />
$Name: XSTR("Example Five Point", -1)<br />
+Description: XSTR("This is a five point dot selector. It functions as a range where saved values will be 1-5.", -1)<br />
+Key: Example_Five_Point<br />
+Type: FivePoint<br />
+Column: 2<br />
+Display Names<br />
+Val: XSTR("String1", -1)<br />
+Val: XSTR("String2", -1)<br />
+Val: XSTR("String3", -1)<br />
+Val: XSTR("String4", -1)<br />
+Val: XSTR("String5", -1)<br />
+Default Value: 1<br />
<br />
#End<br />
</pre><br />
<br />
[[Category:Tables]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=63789Weapons.tbl2022-05-31T13:21:16Z<p>The Force: Add TurretName Tag</p>
<hr />
<div>{{TableVersionGit|2022-05-29|cfdeeb7109248248d5437e635e509ca0ae65247e}}<br />
{{Tables}}<br />
The '''weapons.tbl''' defines all of the weapon classes used in FSO.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm<br />
<br />
==Introduction==<br />
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.<br />
<br />
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.<br />
<br />
==Special Case Weapons==<br />
===Beam Cannons===<br />
'''REQUIRES:'''<br />
*'''"beam"''' flag<br />
*'''[[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''<br />
<br />
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]<br />
<br />
===Flak Guns===<br />
'''REQUIRES:'''<br />
*'''"flak"''' flag<br />
*'''"particle spew"''' flag<br />
*Must have inner and outer radius defined to have any effect.<br />
*A '''.pof''' model must be defined ( usually '''Hornet.pof''' )<br />
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$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 />
$end_multi_text<br />
</pre><br />
<br />
===$Turret Name:===<br />
{{Table222|<br />
*Renames a turret to this if this is the first weapon on a turret.<br />
*Syntax: XSTR('''''"String"''''', -1)}}<br />
<br />
===$Tech Model:===<br />
{{Table3610|<br />
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
====+Closeup_Pos:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively}}<br />
<br />
====+Closeup_Zoom:====<br />
{{Table3613|<br />
*How the model will show on the Loadout Screen. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians}}<br />
<br />
===$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 subobject, with the $gun_rotation property defined, in the external weapon model.<br />
*Syntax: '''''Float'''''<br />
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.<br />
}}<br />
{{Table38|<br />
*Note: It's no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.<br />
}}<br />
<br />
===$Submodel Rotation Acceleration:===<br />
{{Table3610|<br />
*Defines the rotation acceleration of the external weapon model.<br />
*Syntax: '''''Float'''''<br />
*Default value: 10}}<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 />
====@Laser Head-on Bitmap:====<br />
{{Table220|<br />
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.<br />
<br />
Syntax: '''''String''''', filename}}<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 Glow Head-on Bitmap:====<br />
{{Table220|<br />
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.<br />
<br />
Syntax: '''''String''''', filename}}<br />
<br />
<br />
====@Laser Head-on Transition Angle:====<br />
{{Table220|<br />
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.<br />
<br />
Syntax: '''''Float''''', degrees<br />
Default: Calculated from the ratio of the laser's length to its average radius}}<br />
<br />
====@Laser Head-on Transition Rate:====<br />
{{Table220|<br />
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.<br />
<br />
Syntax: '''''Float'''''<br />
Default: 2}}<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.<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 />
===$Collision Radius Override:===<br />
{{Table202|<br />
*Weapon - weapon collisions are treated as two spheres, where a laser's sphere's radius is equal to its Head Radius, and a missile's is the radius of its associated model (possibly doubled). Using this will override either of those values.<br />
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will ''still'' be doubled, unless the "no radius doubling" flag is used.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Mass:===<br />
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.<br />
*The eventual kinetic effect is also multiplied by the speed. ie ''$Mass: 3'' and ''$Velocity: 200'' has much weaker kinetic effect than ''$Mass: 3'' and ''$Velocity: 1000''. This is also true for the intesnity of the "shudder" effect, if flagged.<br />
*Syntax: '''''Float''''', blast effect<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 (doesn't apply to 3.6.14+)<br />
*Syntax: '''''Float''''', seconds<br />
<br />
====+Max Delay:====<br />
{{Table373|<br />
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.<br />
**This must be used with +Min Delay: to have any effect.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
====+Min Delay:====<br />
{{Table373|<br />
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.<br />
**This must be used with +Max Delay: to have any effect.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
===$Damage:===<br />
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.<br />
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.<br />
*The exact factor to multiply by is 100/17, or one 'pulse' of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.<br />
*Syntax: '''''Float''''', damage<br />
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)<br />
<br />
===$Damage Time:===<br />
{{Table373|<br />
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. '''''Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.'''''<br />
*Syntax: '''''Float''''', seconds. Defaults to 0.0.<br />
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.<br />
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}<br />
<br />
====+Attenuation Damage:====<br />
{{Table373|<br />
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.<br />
*Syntax: '''''Float''''', damage.}}<br />
<br />
====+Min Damage:====<br />
{{Table373|<br />
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''<br />
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}<br />
<br />
====+Max Damage:====<br />
{{Table373|<br />
*This sets the highest amount of damage possible assuming damage attenuation is taking place. '''''This has been deprecated, please use +Attenuation Damage: instead.'''''<br />
*Syntax: '''''Float''''', damage. Defaults to 0.0.}}<br />
<br />
===$Angle of Incidence Damage Multiplier:===<br />
{{Table212|<br />
*Causes the weapon's damage to be multiplied by these factors depending on the angle of incidence. <br />
*It is ''not'' linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.<br />
====+Min:====<br />
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).<br />
*Syntax: '''''Float'''''<br />
====+Max:====<br />
*The damage multiplier when hit straight on, perpendicular to the surface.<br />
*Syntax: '''''Float'''''}}<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 />
===$Flak Detonation Accuracy:===<br />
{{Table3615|<br />
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships' weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.<br />
*Syntax: '''''Float''''', range in meters}}<br />
<br />
===$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 />
===$Untargeted Flak Range Penalty:===<br />
{{Table3615|<br />
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.<br />
*Syntax: '''''Float''''', penalty in meters.}}<br />
<br />
===$Shockwave damage:===<br />
{{Table3610|<br />
*Override for the damage caused by shockwaves (default is [[#$Damage:]])<br />
*Syntax: '''''Float''''', damage<br />
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)<br />
}}<br />
<br />
===$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 />
===$Blast Force:===<br />
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
===$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 />
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$Outer Radius:===<br />
*Maximum radius at which any damage is done. See $Inner Radius for the attenuation formula.<br />
*Also defines the size of the shockwave (if shockwave speed is > 0)<br />
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
===$Shockwave rotation:===<br />
{{Table3610|<br />
*Defines how the 3D shockwave is rotated. Random, if left undefined.<br />
*Syntax: '''''Angle''''', three values, pitch, bank, heading respectively, in degrees}}<br />
<br />
===$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 />
===$Energy Consumed:===<br />
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$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 />
===$Homing:===<br />
'''This option is exclusive to secondaries.'''<br />
{{Table212|'''This option may now be applied to primaries'''. They may only use heat seeking. For optimal results the "no homing speed ramp" flag may be used.}}<br />
<br />
Defines if the bolts/missiles in question is homing<br />
<br />
If set to NO, then following fields are not required in the table.<br />
<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
===='''+Type:'''====<br />
Defines the homing method<br />
*Syntax: '''''String''''', ''ASPECT'' or ''HEAT''<br />
{{Table3610| An additional option, ''JAVELIN'', has been added. This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}<br />
<br />
<br />
===='''+Turn Time:'''====<br />
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.<br />
**Syntax: '''''Float''''', seconds<br />
<br />
===='''+Turning Acceleration Time:'''====<br />
{{Table202|<br />
Determines how quickly the missile reaches its maximum turn speed.<br />
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl<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. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}<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 3.0 and for aspect seekers 2.0. Spoofing chance is defined as '''[[#$Countermeasure:|cm type effectiveness]]'''/'''seeker strength''' (missile must be within the countermeasures '''[[#$Countermeasure:|+Effective Radius:]]'''<br />
*Syntax: '''''Float''''', seeker strength}}<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 />
===='''+Target Lock Restriction:'''====<br />
{{Table202|<br />
Defines if the missile can lock onto ships besides the current target<br />
*Syntax: '''''String''''', name of the behavior, default is ''current target only'';.<br />
*''Current target only'' As normal, can only acquire locks on the targeted ship<br />
*''Any target'' Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player's target<br />
*''Current target, any subsystem'' Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}<br />
<br />
===='''+Independent Seekers:'''====<br />
{{Table202|<br />
Defines the ability for a missile to target multiple objects at once.<br />
*Syntax: '''''Boolean''''', yes or no, default is no.}}<br />
<br />
===='''+Target Lock Objecttypes:'''====<br />
{{Table220|<br />
Defines what type of object can be locked on with this weapon<br />
*Syntax: '''''String''''', name of the object type, default is ''ships''<br />
*''ships'' Will target only ships<br />
*''bombs'' Will target bombs and targetable missiles }}<br />
<br />
===='''+Trigger Hold:'''====<br />
{{Table202|<br />
Defines the ability to hold the trigger to lock and release to fire.<br />
*Syntax: '''''Boolean''''', yes or no, default is no.}}<br />
<br />
===='''+Reset On Launch:'''====<br />
{{Table202|<br />
Defines the ability for locks to reset upon missiles being fired.<br />
*Syntax: '''''Boolean''''', yes or no, default is no.}}<br />
<br />
===='''+Max Seekers Per Target:'''====<br />
{{Table202|<br />
Defines the maximum number of seekers that can target a single object.<br />
*Syntax: '''''Integer''''', number of seekers.}}<br />
<br />
===='''+Max Active Seekers:'''====<br />
{{Table202|<br />
Defines the maximum number of total seekers for the weapon to have.<br />
*Syntax: '''''Integer''''', number of seekers.}}<br />
<br />
===='''+Ship Types:'''====<br />
{{Table202|<br />
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', ship types.}}<br />
<br />
===='''+Ship Classes:'''====<br />
{{Table202|<br />
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', ship classes.}}<br />
<br />
===='''+Species:'''====<br />
{{Table202|<br />
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', species.}}<br />
<br />
===='''+IFFs:'''====<br />
{{Table202|<br />
Defines the IFF's whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.<br />
*Syntax: '''("String" "String")''', IFFs.}}<br />
<br />
===$Homing Auto-Target Method:===<br />
{{Table214|<br />
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the "untargeted heatseeker" flag, this determines how it should do so. Options are:<br />
*'''CLOSEST''', the weapon will acquire the nearest target that it is able.<br />
*'''RANDOM''', the weapon will acquire a random target from those available.<br />
}}<br />
<br />
===$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 />
*Swarm will negatively affect the missile's ability to hit its target and will not lead its target even with [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.<br />
*Syntax: '''''Integer''''', number of shots in a swarm<br />
{{Table3610|<br />
*'''+SwarmWait:'''<br />
**Defines the time between weapons fired in a swarm<br />
**Syntax: '''''Float''''', seconds<br />
***Default: 0.150)}}<br />
<br />
===$Acceleration Time:===<br />
{{Table371|<br />
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon's velocity, and affects both locked-on and dumbfired secondaries.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.0}}<br />
<br />
===$Velocity Inherit:===<br />
{{Table371|<br />
*Defines how much of the parent ship's velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.<br />
*Syntax: '''''Float''''', percents<br />
**Default: 100.0}}<br />
<br />
===$Free Flight Time:===<br />
{{Table3610|<br />
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.<br />
*Syntax: '''''Float''''', seconds<br />
**Default: 0.25}}<br />
<br />
'''Note:''' due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.<br />
<br />
===$Free Flight Speed:===<br />
{{Table3613|<br />
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).<br />
*Syntax: '''''Float''''', Multiplier for the actual speed, minimum 0.01.<br />
**Default: 0.25<br />
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn't use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}<br />
}}<br />
<br />
===$Free Flight Speed Factor:===<br />
{{Table202|<br />
*Defines the speed that the weapon will be traveling 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 />
<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 />
===$FlyBySnd:===<br />
*The sound this weapon makes if it narrowly misses you. -1 is no sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1<br />
<br />
<br />
{{Table214|<br />
===$AmbientSnd:===<br />
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$TrackingSnd===<br />
{{Table3615|<br />
*The looping sound played when the player is tracking a target with this weapon.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$LockedSnd===<br />
{{Table3615|<br />
*The sound played when the player has locked onto their target with this weapon.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$InFlightSnd===<br />
{{Table3615|<br />
*The looping sound played while the player has this weapon currently flying.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+Inflight sound type'''<br />
**Specifies when the in flight sound is played.<br />
**The value can be one of the following values which are matched case-insensitively:<br />
***''''''TARGETED'''''': The sound is played when the missile tracks a target<br />
***''''''UNTARGETED'''''': The sound is played when the missile is currently not tracking a target<br />
***''''''ALWAYS'''''': The sound is played always}}<br />
<br />
<br />
===$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 />
===$Rearm Rate:===<br />
*Defines the frequency that weapons are loaded to the ship<br />
*Syntax: '''''Float''''', How many times per second the weapons are loaded.<br />
**Example: 2.0 will reload every half second. 0.1 will load every ten seconds.<br />
<br />
===$Rearm Ammo Increment:===<br />
{{Table38|<br />
*Defines how many missiles or how much ballistic ammo is loaded per load sound.<br />
*Syntax: '''''Integer''''', how many bullets or missiles are loaded.}}<br />
<br />
<br />
===+Weapon Range:===<br />
*Defines the range to the target where the weapons under AI will start firing. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]<br />
*Syntax: '''''Float''''', meters<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 />
===+Weapon Optimum Range:===<br />
{{Table214|<br />
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
===$Pierce Objects:===<br />
{{Table212|<br />
*Causes the weapon to penetrate the objects impacted and not be destroyed.<br />
*Syntax: '''''Boolean'''''<br />
====+Spawn Children On Pierce:====<br />
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$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 />
===$Trail:===<br />
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.<br />
*'''+Start Width:'''<br />
**How wide the head of the trail is.<br />
**Syntax: '''''Float''''', meters<br />
*'''+End Width:'''<br />
**How wide the tail of the trail is.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Start Alpha:'''<br />
**The opacity of the trail head.<br />
**Syntax: '''''Float''''', value between 0 and 1<br />
*'''+End Alpha:'''<br />
**The opacity of the trail tail.<br />
**Syntax: '''''Float''''', value between 0 and 1<br />
{{Table212|<br />
*'''+Alpha Decay Exponent:'''<br />
**Causes the trail to fade away non-linearly. The 1 -> 0 progress through the trail's life is taken to the power of the provided number when being used for trail alpha purposes<br />
**Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.<br />
**Syntax: '''''Float''''', positive}}<br />
*'''+Max Life:'''<br />
**How long the trail lasts.<br />
**Syntax: '''''Float''''', seconds<br />
{{Table202|<br />
*'''+Spread:'''<br />
**Causes the trail points to diffuse and drift apart at this speed over time.<br />
**Syntax: '''''Float''''', meters per second}}<br />
*'''+Bitmap:'''<br />
**The graphic file to use for the trail.<br />
**Syntax: '''''String''''', filename<br />
{{Table212|<br />
*'''+Bitmap Stretch:'''<br />
**Multiplies how far the bitmap is stretched over each trail segment.<br />
**Syntax: '''''Float'''''}}<br />
{{Table3611|<br />
*'''+Faded Out Sections:'''<br />
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.<br />
**Syntax: '''''Integer''''', number of trail sections}}<br />
<br />
===$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 />
===$Collide Weapon:===<br />
{{Table3610|<br />
*Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}}<br />
<br />
===$Impact Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then ''$Impact Explosion'' and ''$Impact Explosion Radius'' are not valid options!<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, default 1.0<br />
<br />
<br />
===$Shield Impact Explosion Radius:===<br />
{{Table373|<br />
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].<br />
*Syntax: '''''Float''''', meters, defaults to value of $Impact Explosion Radius}}<br />
<br />
===$Dinky Impact Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then ''$Dinky Impact Explosion'' and ''$Dinky Impact Explosion Radius'' are not valid options!<br />
}}<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 />
===$Piercing Impact Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then piercing impact options below are not valid!<br />
}}<br />
<br />
===$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 Particles:===<br />
{{Table3611|<br />
*Defines the number of particles released per impact<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Piercing Impact Draw Modifier:===<br />
{{Table3611|<br />
*Defines the multiplier applied to the ships piercing effect limit percentage<br />
*Syntax: '''''Float'''''}}<br />
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.<br />
<br />
===$Inflight Effect:===<br />
{{Table38|<br />
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.<br />
*Syntax: '''''String''''', the particle effect name<br />
}}<br />
===$Freeflight Effect:===<br />
{{Table38|<br />
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
===$Ignition Effect:===<br />
{{Table38|<br />
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
===$Homed Flight Effect:===<br />
{{Table38|<br />
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
===$Unhomed Flight Effect:===<br />
{{Table38|<br />
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.<br />
*Syntax: '''''String''''', the particle effect name<br />
*This option is only valid for missile weapons<br />
}}<br />
<br />
===$Muzzleflash:===<br />
*Normally only with flak cannons.<br />
*Defines the muzzle flash the weapon uses<br />
*Syntax: '''''String''''', muzzleflash name, as defined in [[mflash.tbl]]<br />
<br />
<br />
===$EMP Intensity:===<br />
*How deeply an EMP effect scrambles your electronics<br />
**Needs the [[#EMP|EMP]] flag set to have any effect<br />
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. <br />
*Maximum value of 500.0 <br />
**Syntax: '''''Float''''' (defaults to 300.0)<br />
<br />
===$EMP Time:===<br />
*Duration of the EMP effect<br />
**Needs the [[#EMP|EMP]] flag set to have any effect<br />
**Syntax: '''''Float''''', seconds (defaults to 10.0)<br />
<br />
===$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| The "apply recoil" weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}<br />
}}<br />
<br />
===$Leech Weapon:===<br />
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)<br />
**Needs the [[#Esuck|Esuck]] flag set to have any effect<br />
**Syntax: '''''Float''''' (defaults to 10.0)<br />
<br />
===$Leech Afterburner:===<br />
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)<br />
**Needs the [[#Esuck|Esuck]] flag set to have any effect<br />
**Syntax: '''''Float''''' (defaults to 10.0)<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 />
}}<br />
{{Table371|<br />
*'''+Area Of Effect'''<br />
**If specified, allows the electronics effect to apply to every ship hit by this weapon's blast or shockwave (the "Electronics" flag isn't necessary with this option).<br />
}}<br />
{{Table3610|<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 />
===$Spawn Angle:===<br />
{{Table3610|<br />
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missile's centerline. The maximum possible angle between any two child weapons would be ''Value*2''.<br />
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''''Float''''', degrees, default is 180}}<br />
<br />
===$Spawn Minimum Angle:===<br />
{{Table202|<br />
*Defines an inner angle for the cone within which the spawned weapons appear. ''Value'' gives the angle from the missile's centerline. <br />
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''''Float''''', degrees, default is 0}}<br />
<br />
===$Spawn Interval:===<br />
{{Table202|<br />
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.<br />
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.<br />
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''''Float''''', seconds, minimum is 0.1, '''You will not be warned for a negative spawn interval. ''' The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}<br />
<br />
====+Delay:====<br />
{{Table202|<br />
*Continuous spawn will not begin until this has elapsed.<br />
*Syntax: '''''Float''''', seconds, default is 0}}<br />
<br />
===$Spawn Effect:===<br />
{{Table202|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.<br />
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.<br />
*Syntax: '''String''', the particle effect name}}<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 />
<br />
*Defines the countermeasure effectiveness, radius, etc<br />
{{note| <br />
*Spoofing chance is defined as '''cm type effectiveness'''/'''[[#+Seeker Strength:|seeker strength]]''' (missile must be within the countermeasures '''+Effective Radius:''').<br />
*All countermeasures in the mission perform tests to spoof missiles for two frames after '''any countermeasure''' is created in the mission. No, this doesn't seem to make much sense.<br />
{{Table382|The global frame counter can be bypassed by using '''[[#+Pulse Interval:|pulse interval]]'''.}}<br />
*'''Provisional'''; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.<br />
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.<br />
}}<br />
<br />
{{Table3610|<br />
===='''+Heat Effectiveness:'''====<br />
*Defines the countermeasures effectiveness against heat seeking missiles<br />
*Syntax: '''''Float''''', cm effectiveness<br />
**Default: 1.0<br />
<br />
===='''+Aspect Effectiveness:'''====<br />
*Defines the countermeasures effectiveness against aspect seeking missiles<br />
*Syntax: '''''Float''''', cm effectiveness<br />
*Default: 1.0<br />
<br />
===='''+Effective Radius:'''====<br />
*Defines the countermeasures effective radius<br />
*Syntax: '''''Float''''', meters<br />
**Default: 300.0<br />
}}<br />
<br />
{{Table373|<br />
====+Missile Detonation Radius:====<br />
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see '''+Single Missile Kill:''')<br />
*Syntax: '''''Float''''', meters<br />
**Default: 40.0<br />
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with "pulls aspect seekers" flag}}<br />
<br />
====+Single Missile Kill:====<br />
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within '''+Missile Detonation Radius:'''<br />
*Syntax: '''''Boolean'''''<br />
**Default: false<br />
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with "pulls aspect seekers" flag}}<br />
}}<br />
<br />
{{Table382|<br />
====+Pulse Interval:====<br />
*Defines how much time passes between each pulse of this countermeasure.<br />
*Syntax: '''''Float''''', milliseconds<br />
**Default: 0<br />
{{note| any value less than or equal to 0 means the countermeasure doesn't pulse, and uses the global 2-frame counter after any countermeasure is fired.}}<br />
}}<br />
<br />
{{Table212|<br />
====+Use Fire Wait:====<br />
*Makes the countermeasure fire wait use what is specified in the '''$Fire Wait:''' section of the weapon.<br />
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in '''$Fire Wait:'''.<br />
<br />
====+Failure Launch Delay Multiplier for AI:====<br />
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.<br />
*Previously, the amount of time was calculated as ('fire wait' + 2000 * 'countermeasure firing chance').<br />
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.<br />
*Syntax: '''''Integer'''''<br />
**Default: -1<br />
{{note| any value less than 0 means the default formula will be used.}}<br />
<br />
====+Successful Launch Delay Multiplier for AI:==== <br />
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.<br />
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.<br />
*Syntax: '''''Integer'''''<br />
**Default: 2<br />
{{note| any value less than 0 means the default value will be used.}}<br />
<br />
}}<br />
<br />
===$BeamInfo:===<br />
*'''+Type:'''<br />
*Defines the type of beam in question. Options are:<br />
**''0'' or ''Direct fire'', a standard non-slashing type beam that fires directly at a random point on the target's hull<br />
**''1'' or ''Slashing'', a slashing type beam, that slashes between opposing corners of the ship<br />
**''2'' or ''Targeting'', a targeting beam that is used to trigger SSMs.<br />
**''3'' or ''Antifighter'', a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.<br />
**''4'' or ''Normal Fire'', a beam that is restricted to what is directly in front of it, along turrets firepoints normal.<br />
{{Table214|<br />
**''5'' or ''Omni'', a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}<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 />
{{Table372|<br />
*'''+Directional Glow:'''<br />
**Defines the length to stretch the muzzleglow along the beam.<br />
**Syntax: '''''Float''''', length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}<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 />
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the "cycle" flag, 0 fires from all available fire points like normal weapons.<br />
**Syntax: '''''Integer''''', Default: 1<br />
*'''+ShrinkFactor:'''<br />
**How much of the beam's life is remaining before it starts to shrink in width. (0.1 means 10% life left)<br />
**Syntax: '''''Float''''', value from 0 to 1<br />
*'''+ShrinkPct:'''<br />
**The beam's width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.<br />
**Syntax: '''''Float''''', a positive value<br />
{{Table202|<br />
*'''+GrowFactor:'''<br />
**How much of the beam's life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)<br />
**Syntax: '''''Float''''', value from 0 to 1<br />
*'''+GrowPct:'''<br />
**The beam's width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.<br />
**Syntax: '''''Float''''', a positive value<br />
*'''+Initial Width Factor:'''<br />
**What factor of the beam's maximum width it starts with.<br />
**Syntax: '''''Float''''', value from 0 to 1}}<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 />
{{Table38|<br />
*'''+Beam Flash Particle Effect:'''<br />
**Specifies the beam flash [[Particle Effects|particle effect]].<br />
**Syntax: '''''String''''', particle effect name<br />
**If this is specified then '''+Beam Flash Effect''' and '''+Beam Flash Radius''' are not valid options!<br />
}}<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 />
{{Table214|<br />
*'''$Type 5 Beam Options:'''<br />
**Species the unique attributes for type 5 beams. '''None of these properties will be used if the weapon is not a type 5 beam.'''<br />
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.<br />
*'''+Start Position:'''<br />
**Determines how the starting position should be chosen. Options are:<br />
***'''RANDOM ON SHIP''', Like type 0 direct-fire beams, chooses a random spot on the target's geometry.<br />
***'''RANDOM OFF SHIP''', Like type 1 slash beams, chooses a random spot just outside of the target's geometry.<br />
***'''CENTER''', Chooses the center of the target.<br />
*'''+Start Position Offset:'''<br />
**Displaces the chosen start position in the specified direction and by the specified amount.<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, -0.2, -0.9"<br />
*'''+Start Position Randomness:'''<br />
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, 0.2, 1"<br />
<br />
<br />
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).<br />
*'''+End Position:'''<br />
**Determines how the starting position should be chosen. Options are:<br />
***'''RANDOM ON SHIP''', Like type 0 direct-fire beams, chooses a random spot on the target's geometry.<br />
***'''RANDOM OFF SHIP''', Like type 1 slash beams, chooses a random spot just outside of the target's geometry.<br />
***'''CENTER''', Chooses the center of the target.<br />
***'''SAME RANDOM''', If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).<br />
*'''+End Position Offset:'''<br />
**Displaces the chosen end position in the specified direction and by the specified amount.<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, -0.2, -0.9"<br />
*'''+End Position Randomness:'''<br />
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).<br />
***Whether the x, y, and z directions refer to the shooter's point-of-view, or the target's point-of-view is determined by '''Orient Offsets to Target''' below.<br />
***Whether a value of 1 for any coordinate means the target's radius, or a fixed span from the point-of-view of the shooter is determined by '''Scale Offsets to Target''' below.<br />
***Syntax: '''''Vector''''', x, y, and z coordinate. Example: "1, 0.2, 1"<br />
<br />
<br />
*'''+Orient Offsets to Target:'''<br />
**This determines the orientation of the offsets and randomness.<br />
**If this is set to ''TRUE'' then the x, y, and z, directions used refer to the target's x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target's bow and sweep to its aft, no matter which way the shooter is oriented.<br />
**If this is set to ''FALSE'' then the x, y, and z, directions used refer to the shooter's x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter's right, and sweep in the direction of the shooter's left, regardless of how the target is oriented.<br />
**Syntax: '''''Boolean''''', yes or no, Default: No<br />
*'''+Scale Offsets to Target:'''<br />
**This determines what a magnitude of 1 on the offsets and randomness mean.<br />
**If this is set to ''TRUE'' then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target's radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.<br />
**If this is set to ''FALSE'' then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees<br />
**Syntax: '''''Boolean''''', yes or no, Default: No<br />
<br />
<br />
*'''+Continuous Rotation:'''<br />
**This defines the degrees per second that the beam will rotate while it is firing.<br />
**Syntax: '''''Float''''', degrees per second<br />
*'''+Continuous Rotation Axis:'''<br />
**This defines the axis about which the beam will continuously rotate. Options are:<br />
***'''START POSITION BEFORE OFFSET''', the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''START POSITION AFTER OFFSET''', the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''CENTER''', the beam will rotate about the center of the target.<br />
<br />
*'''+Burst Rotation Pattern:'''<br />
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). '''You will not be warned for failing to give this weapon burst capability''', because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.<br />
**For instance, a standard slash with a rotation pattern of (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.<br />
**(0,120,240) will have 3 slashes in a triangular pattern.<br />
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the "burst shares random target" flag may be used so all shots in the burst share the same random position.<br />
**Syntax: '''''List of Floats''''', degrees. Example: (0, 90, 180, 270)<br />
*'''+Burst Rotation Axis:'''<br />
**The axis about which to rotate for the burst rotation pattern. Options are:<br />
***'''START POSITION BEFORE OFFSET''', the beam will be rotated about the start position before the offset or randomness are applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''START POSITION AFTER OFFSET''', the beam will be rotated about the final start position after offset and randomness have been applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''CENTER''', the beam will be rotated about the center of the target.<br />
*'''Per Burst Rotation:'''<br />
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.<br />
**Syntax: '''''Float''''', degrees.<br />
*'''+Per Burst Rotation Axis:'''<br />
**The axis about which to rotate for the per burst rotation. Options are:<br />
***'''START POSITION BEFORE OFFSET''', the beam will be rotated about the start position before the offset or randomness are applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''START POSITION AFTER OFFSET''', the beam will be rotated about the final start position after offset and randomness have been applied.<br />
***'''END POSITION BEFORE OFFSET''', as above but for the end position.<br />
***'''CENTER''', the beam will be rotated about the center of the target.<br />
}}<br />
<br />
{{Table212|<br />
*'''+Beam Flags:'''<br />
*Extra flags specific to beams<br />
**'''burst shares random target''', all shots from this beam weapon in the same burst will target the same random point (or slash direction)<br />
**'''track own texture tiling''', the 'U' position of the beam texture, whose speed is set by '''+Translation:''' below, is tracked independently, rather than being shared among all beams like normal.<br />
}}<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 valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.<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. (Zadd can be safely ignored; it actually does nothing.)<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 />
===$Tag:===<br />
*Allowed for secondary weapons<br />
{{Table3610|<br />
*Allowed for primary weapons and secondary weapons}}<br />
<br />
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.<br />
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.<br />
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.<br />
*TAG Level 3 has no effect in retail.<br />
{{Table3610|<br />
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}<br />
<br />
*Syntax: '''''Integer''''' '''''Float''''', TAG level and seconds respectively<br />
*'''Note''': TAG will not trigger unless the weapon in question has a non-zero damage value.<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 />
{{Table373|<br />
*Now also accepts SSM strike names.<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$FOF:===<br />
{{Table3610|<br />
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy<br />
*Syntax: '''''Float''''', degrees}}<br />
<br />
====+FOF Spread Rate:====<br />
{{Table37|<br />
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.<br />
*Syntax: ''''''Float'''''', rate}}<br />
<br />
====+FOF Reset Rate:====<br />
{{Table37|<br />
*Rate at which the spread decreases if the weapon isn't firing.<br />
*Syntax: ''''''Float'''''', rate<br />
*This is required if '''+FOF Spread Rate:''' is present}}<br />
<br />
====+Max FOF:====<br />
{{Table37|<br />
*The maximum FOF. After the FOF reaches this value it will not increase any further.<br />
*Syntax: ''''''Float'''''', degrees. Must be greater than or equal to zero.<br />
*This is required if '''+FOF Spread Rate:''' is present}}<br />
<br />
===$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 />
===$decal:===<br />
{{Table3610|<br />
*Defines impact decals if they are in use<br />
*'''+texture:'''<br />
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)<br />
**Syntax: '''''String''''', filename<br />
*'''+backface texture:'''<br />
**Defines ???<br />
**Syntax: '''''String''''', filename<br />
*'''+radius:'''<br />
**Defines the size of the impact decals on target<br />
**Syntax: '''''Float''''', meters<br />
*'''+burn time:'''<br />
**Defines the time the '''''-burn''''' texture appears on the target<br />
**Syntax: '''''Integer''''', milliseconds}}<br />
{{Table3613|<br />
*Feature removed - table parsing retained to maintain compatibility}}<br />
<br />
===$Impact decal:===<br />
{{Table190|<br />
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.<br />
**Syntax: '''''String''''', this must match to one of the entries in a [[Decals|decal tbm]].<br />
*'''+Radius:'''<br />
**Syntax: '''''Float''''', Radius of the impact decal; default is 1.0<br />
*'''+Lifetime:'''<br />
**Syntax: Either '''''Eternal''''' or '''''Float''''', lifetime in seconds<br />
}}<br />
<br />
===$Transparent:===<br />
{{Table3610|<br />
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations'<br />
*'''+Alpha:'''<br />
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option<br />
**Syntax: '''''Float''''', from 0 to 1<br />
*'''+Alpha Min:'''<br />
**Defines the minimum alpha value for alpha cycle option<br />
**Syntax: '''''Float''''', from 0 to 1<br />
*'''+Alpha Cycle:'''<br />
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$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 ( '''$Burst Delay:''' ) delay than usually<br />
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.<br />
**Syntax: '''''Integer'''''}}<br />
<br />
===$Burst Delay:===<br />
{{Table3611|<br />
*Defines the time in milliseconds between the shots in a burst<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Burst Flags:===<br />
{{Table3611|<br />
*Defines the flags used to define the burst firing behaviour<br />
**Syntax: ( '''''String''''' '''''String''''' ), list of flags<br />
**Available burst flags:<br />
***'''"fast firing"''', acts as if '''same turret cooldown''' flag would be used between the shots in the burst.<br />
***'''"random length"''', makes AI to fire burst of random length (from 1 to burst shots).}}<br />
{{Table202|'''"resets"''', as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}<br />
<br />
===$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 />
<br />
===$Failure Rate:===<br />
{{Table38|<br />
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.<br />
**Syntax: '''''Float''''', 0 - 1<br />
<br />
====+Failure Substitute:====<br />
*Defines the weapon to substitute when the weapon 'fails'.<br />
**Syntax: '''''String''''', Weapon<br />
}}<br />
<br />
<br />
===$On Create:===<br />
{{Table212|<br />
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.<br />
}}<br />
<br />
===$Animations:===<br />
{{Table220|<br />
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.<br />
*See [[Animation.tbl]]<br />
*Syntax: '''''( "String" "String" )''''', names of the animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
<br />
===$Substitute:===<br />
{{Table3613|<br />
Defines a pattern of ammo to substitute for primary or secondary weapons. '''$Substitute:''' can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither ''+period'' or ''+index'' is specified, it is assumed to be equivalent to ''+index: '''0'''''.<br />
<br />
*Syntax: '''''Weapon Name'''''<br />
*'''Swarm missiles act in a strange way when used with $Substitute, use at your own risk.'''}}<br />
<br />
{{Table3615|<br />
Turrets can use $Substitute as well.<br />
}}<br />
====+period:====<br />
{{Table3613|<br />
FSO will substitute '''Weapon Name''' every ''period'' shots.<br />
<br />
*Syntax: '''''Positive Integer'''''<br />
*'''You may not define both +period and +index for the same $Substitute entry'''}}<br />
=====+offset:=====<br />
{{Table3613|<br />
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.<br />
<br />
*Syntax: '''''Positive Integer'''''}}<br />
<br />
====+index:====<br />
{{Table3613|<br />
FSO will substitute the '''Weapon Name''' at firepoint ''index'' in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint ''index'' will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.'''<br />
<br />
*Syntax: '''''Positive Integer'''''<br />
<br />
*'''You may not define both +period and +index for the same $Substitute entry'''<br />
<br />
*'''Indexes start at 0 for the first weapon'''<br />
<br />
*'''If the first index you specify is higher than 0, it will also be used for the indexes before it.'''<br />
<br />
}}<br />
<br />
===$Custom data:===<br />
{{Table220|<br />
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.<br />
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. <br />
====+Val:====<br />
Specifies a custom data value and its name, in the format <br />
<br />
+Val: Name Value<br />
<br />
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. <br />
<br />
====$end_custom_data====<br />
Mandatory entry to indicate that the Custom Data list has ended. }}<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 />
*The flag will parse without a value, using a default of 10.<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, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.<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 target-able with the B key and interceptable by AIs<br />
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.<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.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}<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 />
==="hide from radar"===<br />
{{Table3614|<br />
*Prevents weapon from being visible on the 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 />
==="same emp time for capships"===<br />
{{Table37|<br />
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}<br />
<br />
==="no primary linked penalty"===<br />
{{Table371|<br />
*Primary weapons with this flag do not incur the retail linked fire penalty}}<br />
<br />
==="no homing speed ramp"===<br />
{{Table371|<br />
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is '''not''' affected by this flag.}}<br />
<br />
==="pulls aspect seekers"===<br />
{{Table371|<br />
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.<br />
'''Only valid for countermeasures!'''}}<br />
<br />
==="turret interceptable"===<br />
==="fighter interceptable"===<br />
==="interceptable"===<br />
{{Table371|<br />
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.<br />
'''If you use a TBM to give this flag to an existing weapon, you'll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).'''}}<br />
<br />
==="aoe electronics"===<br />
{{Table372|<br />
*Apply electronics effect across the weapon's entire area of effect instead of just on the impacted ship}}<br />
<br />
==="apply recoil"===<br />
{{Table373|<br />
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}<br />
<br />
==="don't spawn if shot"===<br />
{{Table373|<br />
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}<br />
<br />
==="die on lost lock"===<br />
{{Table373|<br />
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND "pulls aspect seekers" or similar is not set. The detonation will use their "dinky" explosion (i.e. same as if ran out of lifetime).}}<br />
<br />
==="no doublefire"===<br />
{{Table202|<br />
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}<br />
<br />
==="no impact spew"===<br />
{{Table202|<br />
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}<br />
<br />
==="require exact los"===<br />
{{Table202|<br />
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}<br />
<br />
==="can damage shooter"===<br />
{{Table212|<br />
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}<br />
<br />
==="heals"===<br />
{{Table214|<br />
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.<br />
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.<br><br />
*Healing will ''always'' carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 'healing' will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.}}<br />
<br />
==="secondary no ammo"===<br />
{{Table220|<br />
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}<br />
<br />
==="no collide"===<br />
{{Table220|<br />
*This weapon will not collide with any other object.}}<br />
<br />
==="multilock target dead subsys"===<br />
{{Table220|<br />
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}<br />
<br />
==="no evasion"===<br />
{{Table220|<br />
*AI will not attempt to evade this weapon when fired at them}}<br />
<br />
==Countermeasures==<br />
*Usually not altered. Only one can exist<br />
{{Table3610|<br />
*More than one can exist}}<br />
<br />
<br />
===$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>The Forcehttps://wiki.hard-light.net/index.php?title=Template:Random_Screen&diff=43050Template:Random Screen2013-12-04T19:53:53Z<p>The Force: </p>
<hr />
<div><choose><br />
<option>[[File:RScreen0001.jpg|300px]]</option><br />
<option>[[File:RScreen0002.jpg|300px]]</option><br />
<option>[[File:RScreen0003.jpg|300px]]</option><br />
<option>[[File:RScreen0004.jpg|300px]]</option><br />
<option>[[File:RScreen0005.jpg|300px]]</option><br />
<option>[[File:RScreen0006.jpg|300px]]</option><br />
<option>[[File:RScreen0007.jpg|300px]]</option><br />
<option>[[File:RScreen0008.jpg|300px]]</option><br />
<option>[[File:RScreen0009.jpg|300px]]</option><br />
<option>[[File:RScreen0010.jpg|300px]]</option><br />
<option>[[File:RScreen0011.jpg|300px]]</option><br />
<option>[[File:RScreen0012.jpg|300px]]</option><br />
<option>[[File:RScreen0013.jpg|300px]]</option><br />
<option>[[File:RScreen0014.jpg|300px]]</option><br />
<option>[[File:RScreen0015.jpg|300px]]</option><br />
<option>[[File:RScreen0016.jpg|300px]]</option><br />
<option>[[File:RScreen0017.jpg|300px]]</option><br />
<option>[[File:RScreen0018.jpg|300px]]</option><br />
<option>[[File:RScreen0019.jpg|300px]]</option><br />
<option>[[File:RScreen0020.jpg|300px]]</option><br />
<option>[[File:RScreen0021.jpg|300px]]</option><br />
<option>[[File:RScreen0022.jpg|300px]]</option><br />
<option>[[File:RScreen0023.jpg|300px]]</option><br />
<option>[[File:RScreen0024.jpg|300px]]</option><br />
<option>[[File:RScreen0025.jpg|300px]]</option><br />
<option>[[File:RScreen0026.jpg|300px]]</option><br />
<option>[[File:RScreen0027.jpg|300px]]</option><br />
<option>[[File:RScreen0028.jpg|300px]]</option><br />
<option>[[File:RScreen0029.jpg|300px]]</option><br />
<option>[[File:RScreen0030.jpg|300px]]</option><br />
<option>[[File:RScreen0031.png|300px]]</option><br />
<option>[[File:RScreen0032.png|300px]]</option><br />
<option>[[File:RScreen0033.png|300px]]</option><br />
<option>[[File:RScreen0034.png|300px]]</option><br />
<option>[[File:RScreen0035.png|300px]]</option><br />
<option>[[File:RScreen0036.png|300px]]</option><br />
<option>[[File:RScreen0037.png|300px]]</option><br />
<option>[[File:RScreen0038.png|300px]]</option><br />
<option>[[File:RScreen0039.jpg|300px]]</option><br />
<option>[[File:RScreen0040.png|300px]]</option><br />
<option>[[File:RScreen0041.jpg|300px]]</option><br />
<option>[[File:RScreen0042.jpg|300px]]</option><br />
<option>[[File:RScreen0043.jpg|300px]]</option><br />
<option>[[File:RScreen0044.png|300px]]</option><br />
<option>[[File:RScreen0045.jpg|300px]]</option><br />
<option>[[File:RScreen0046.png|300px]]</option><br />
<option>[[File:RScreen0047.png|300px]]</option><br />
<option>[[File:RScreen0048.png|300px]]</option><br />
<option>[[File:RScreen0049.png|300px]]</option><br />
<option>[[File:RScreen0050.png|300px]]</option><br />
<option>[[File:RScreen0051.png|300px]]</option><br />
<option>[[File:RScreen0052.png|300px]]</option><br />
<option>[[File:RScreen0053.png|300px]]</option><br />
<option>[[File:RScreen0054.png|300px]]</option><br />
<option>[[File:RScreen0055.jpg|300px]]</option><br />
<option>[[File:RScreen0056.jpg|300px]]</option><br />
<option>[[File:Rscreen0057.jpg|300px]]</option><br />
<option>[[File:RScreen0058.png|300px]]</option><br />
<option>[[File:RScreen0059.jpg|300px]]</option><br />
<option>[[File:RScreen0060.jpg|300px]]</option><br />
<option>[[File:RScreen0061.png|300px]]</option><br />
<option>[[File:RScreen0062.png|300px]]</option><br />
<option>[[File:RScreen0063.png|300px]]</option><br />
<option>[[File:RScreen0064.png|300px]]</option><br />
<option>[[File:RScreen0065.png|300px]]</option><br />
<option>[[File:RScreen0066.jpg|300px]]</option><br />
<option>[[File:RScreen0067.jpg|300px]]</option><br />
<option>[[File:RScreen0068.png|300px]]</option><br />
<option>[[File:RScreen0069.jpg|300px]]</option><br />
<option>[[File:RScreen0070.png|300px]]</option><br />
<option>[[File:RScreen0071.jpg|300px]]</option><br />
<option>[[File:RScreen0072.jpg|300px]]</option><br />
<option>[[File:RScreen0073.png|300px]]</option><br />
<option>[[File:RScreen0074.png|300px]]</option><br />
<option>[[File:RScreen0075.jpg|300px]]</option><br />
<option>[[File:RScreen0076.png|300px]]</option><br />
<option>[[File:RScreen0077.jpg|300px]]</option><br />
<option>[[File:RScreen0078.jpg|300px]]</option><br />
<option>[[File:RScreen0079.jpg|300px]]</option><br />
<option>[[File:RScreen0080.jpg|300px]]</option><br />
<option>[[File:RScreen0081.jpg|300px]]</option><br />
<option>[[File:RScreen0082.jpg|300px]]</option><br />
<option>[[File:RScreen0083.jpg|300px]]</option><br />
<option>[[File:RScreen0084.jpg|300px]]</option><br />
<option>[[File:RScreen0085.jpg|300px]]</option><br />
<option>[[File:RScreen0086.jpg|300px]]</option><br />
<option>[[File:RScreen0087.jpg|300px]]</option><br />
<option>[[File:RScreen0088.jpg|300px]]</option><br />
<option>[[File:RScreen0089.png|300px]]</option><br />
<option>[[File:RScreen0090.png|300px]]</option><br />
<option>[[File:RScreen0091.png|300px]]</option><br />
<option>[[File:RScreen0092.jpg|300px]]</option><br />
<option>[[File:RScreen0093.jpg|300px]]</option><br />
<option>[[File:RScreen0094.jpg|300px]]</option><br />
<option>[[File:RScreen0095.jpg|300px]]</option><br />
<option>[[File:RScreen0096.jpg|300px]]</option><br />
<option>[[File:RScreen0097.jpg|300px]]</option><br />
<option>[[File:RScreen0098.jpg|300px]]</option><br />
<option>[[File:RScreen0099.jpg|300px]]</option><br />
<option>[[File:RScreen0100.jpg|300px]]</option><br />
<option>[[File:RScreen0101.jpg|300px]]</option><br />
<option>[[File:RScreen0102.jpg|300px]]</option><br />
<option>[[File:RScreen0103.jpg|300px]]</option><br />
<option>[[File:RScreen0104.jpg|300px]]</option><br />
<option>[[File:RScreen0105.png|300px]]</option><br />
<option>[[File:RScreen0106.png|300px]]</option><br />
<option>[[File:RScreen0107.png|300px]]</option><br />
<option>[[File:RScreen0108.png|300px]]</option><br />
<option>[[File:RScreen0109.png|300px]]</option><br />
<option>[[File:RScreen0110.jpg|300px]]</option><br />
<option>[[File:RScreen0111.png|300px]]</option><br />
<option>[[File:RScreen0113.jpg|300px]]</option><br />
<option>[[File:RScreen0114.png|300px]]</option><br />
<option>[[File:RScreen0115.jpg|300px]]</option><br />
</choose></div>The Forcehttps://wiki.hard-light.net/index.php?title=Screencap_Contest&diff=42660Screencap Contest2013-08-01T10:17:06Z<p>The Force: Fixing gallery</p>
<hr />
<div>[[File:Screencapcontest.png|center|link=Screencap_Contest]]<br />
<br />
==Contest==<br />
The contest, started by Axem and now judged by MjnMixael, is a part of the monthly HLP Newsletter. The whole idea is to capture the best of the best of what the FSO engine can do! Each month features a theme and entries must be based on that theme.<br />
<br />
By entering the contest, you are now putting your reputation on the line.. in the form of badges! The winner of the month gets this badge. [[Image:Silverbadge.png]]<br />
<br />
The badge is removed and placed on the winner of the following month. So... if you want to prove you are the best at getting screens, you need to keep that badge multiple months in a row! At the end of the year, the points are tallied up. Whoever won the most months gets this badge for a WHOLE YEAR!<br />
[[Image:Goldbadge.png]]<br />
<br />
Wow! So if you manage to keep that badge for multiple years.. you are most definitely the Screencap King. (Yes, this is a challenge.) But Mjn, you say, what if no one has won more than one month in a year? Well... then the best screenshot from all 12 winners will be chosen and that person crowned king with the Golden Badge of Screencap Glory. (That's the official name.)<br />
<br />
==Scoring==<br />
The points don't matter, so don't worry about them! However, these types of things tend to help your screencap get closer to winning.<br />
*'''Uniqueness of composition''' ''(Is it like every other screen out there, or is it something new?)''<br />
*'''Communicates''' ''(Does your image tell a story? Does it capture the mind of the viewer?)''<br />
*'''Wow-factor''' ''(How much does this image scream to be a desktop wallpaper?)''<br />
*'''Framing and Composition''' ''([http://www.digitalcameraworld.com/2012/04/12/10-rules-of-photo-composition-and-why-they-work/ 10 Rules of Photo Composition])''<br />
*'''?????''' ''(?????)''<br />
*'''Profit!''' ''($$$$$)''<br />
<br />
==Unbreakable Rules==<br />
These rules must be true of a screencap in order to be eligible to win.<br />
*No HUDs<br />
*No Photoshop or any post procesing<br />
*Must fit the month's theme<br />
*Only 3 entries per person, per month<br />
<br />
==2013 Screencap Season==<br />
<gallery><br />
File:RScreen0103.jpg|<center>January 2013 Winner<br/>By ssmit132<br/>Theme: '2012'<br />
File:RScreen0111.png|<center>February 2013 Winner<br/>By X3N0-Life-Form<br/>Theme: 'Blue'<br />
File:RScreen0110.jpg|<center>March 2013 Winner<br/>By FreeSpaceFreak<br/>Theme: 'Vasudans'<br />
File:RScreen0114.png|<center>April 2013 Winner<br/>By MjnMixael<br/>Theme: 'Outnumbered'<br />
File:RScreen0115.jpg|<center>May 2013 Winner<br/>By Belisarius<br/>Theme: 'Giant Beams'<br />
File:RScreen0116.jpg|<center>June 2013 Winner<br/>By MatthTheGeek<br/>Theme: 'The Quiet Life'<br />
File:RScreen0117.jpg|<center>July 2013 Winner<br/>By knossosfs2<br/>Theme: 'Turrets'<br />
</gallery></div>The Forcehttps://wiki.hard-light.net/index.php?title=GTI_Aeglos&diff=42492GTI Aeglos2013-04-21T11:26:23Z<p>The Force: </p>
<hr />
<div>{{User-made Ships|''GTI '''Aeglos'''''}}<br />
<br clear="all"><br />
{{shipimage|image=[[Image:Aeglos.jpg]]|caption=The GTI Aeglos}}<br />
<br />
The '''GTI ''Aeglos''''' is a large civilian/military installation with a repair yard and multiple dock points.<br />
<br />
==Description:==<br />
<br />
===FOW Tech Room Description===<br />
The GTI Aeglos is a huge space station, able to conduct field repairs of even larger vessels like destroyers. It was initially designed for civilian purposees, but the constant turmoil in the GTVA and rampart piracy led to a increase in it's weaponry and armor. This went even further as the military constructor started work on the prototype. With multiple doicking bays, fighterbays and defense turrets, it can handle the busiest of trade hubs and dangerous areas, but it's still can't match a dedicated military installation.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Credits===<br />
* Model by '''TrashMan'''<br />
<br />
==Name Origin==<br />
Aeglos was the name of the weapon used by Gil-galad, a character from J.R.R. Tolkien's works. Literally, it means "tip of ice".<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Installation<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 500 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 2657 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 4438 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 3669 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]'''<br />
| 120 (standard)<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Flames of War'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 23<br />
|- align="center"<br />
| [[Standard Flak]]<br />
| 8<br />
|- align="center"<br />
| [[Heavy Flak]]<br />
| 2<br />
|- align="center"<br />
| [[Long Range Flak]]<br />
| 2<br />
|- align="center"<br />
| [[AAAf]]<br />
| 5<br />
|- align="center"<br />
| [[BGreen]]<br />
| 1<br />
|}<br />
<br />
==Alternate Versions==<br />
<br />
{| border=0 cellpadding=0 cellspacing=0 width=510px style="margin: 0 0 1em 1em; background: #000000; border: 0px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
| {{Alternate Versions|ShipImage=Ueikumari.jpg| caption= The The UEI Kumari in [[Blue Planet]].| name=UEI Kumari| mod=[[Blue Planet]]| max_velocity=N/A| max_ab_velocity=N/A| hitpoints=200 000|techroom=The largest of Federation installations is the Kumari. These massive structures form the core of every space community, and are a hub for trade, communications and travel. Although these structures were not designed for long-term accommodation, many officers, crew, pilots and civilians based on a Kumari consider these stations their home. }}<br />
|}<br />
<br />
<br />
===Veteran Comments===<br />
{{comment|}}<br />
<br />
[[Category:Installation]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Template:Shipimage&diff=42470Template:Shipimage2013-04-19T15:28:59Z<p>The Force: Reverting because it broke the template.</p>
<hr />
<div>{| border=0 align=right cellpadding=0 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #101010; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #1B0E0E; 70%;"| {{{image}}}<br />
|-<br />
! style="color: white; height: 30px; background: #302020; 70%; align:center"| {{{caption}}}<br />
|}<br />
<br />
<noinclude>[[Category:Templates|Shipimage]]</noinclude></div>The Forcehttps://wiki.hard-light.net/index.php?title=FreeSpace_Alpha&diff=41617FreeSpace Alpha2013-02-01T10:52:47Z<p>The Force: Spam</p>
<hr />
<div>:''This article is about the preview version of ''Descent: FreeSpace''. If you're looking for the player pilot, please see [[Alpha 1]].''<br />
<br />
==General==<br />
[[Image:Medium_laser.jpg|thumb|'''Evidence of the remnants of the G-13 Medium Laser from FreeSpace Alpha.''']]<br />
<br />
Before the retail release of Descent: FreeSpace, a number of Alpha and Beta versions were shipped to various testers and magazine editors in order for them to get a preview of what's coming, plus it allowed them to advertise the coming game. There was a lot of unique gameplay content in the Beta and the Alphas&mdash;of which there was a total of two; content that was not included ''at all'' in the released versions of the game or was changed to the point of unrecognizability. Some of the Alpha-only content included things such as unique ships&mdash;the Shivan cruiser ''Caldera'' and the Terran cruiser ''Juggernath''&mdash;and unique dialogue deepening the storyline.<br />
<br />
Some graphics decisions unique to the Alpha are, amongst other things, a completely different HUD with shield integrity as exact percentage instead of graphics, a different pilot stat screen with your current fleet affiliation on display and totally different pilot appearance graphics, different POF models and mission backgrounds including multiple planets (''official screenshot of early planet background [http://www.volition-inc.com/fs/images/screens/fullsize/fsshot0030.jpg here]'').<br />
<br />
In the earliest phases of development, and thus apparent in the Alpha screenshots, the fighter and bomber ship models disintegrated in the same fashion as the ships in the 6DoF ''Descent'' series, i.e. the ship's fuselage got literally "blown to bits". This was probably deemed too processor heavy, and was quickly dropped. Not a single screenshot post-Alpha reflects this earlier development decision.<br />
<br />
Unique weaponry for the Alpha included weapons that are still present in some of the screenshots on Volition's official FreeSpace site. Look for evidence of the the Mag-Pulse and Angelfire missiles (''screenshot [http://www.volition-inc.com/fs/images/screens/fullsize/fsshot0014.jpg here]''), for instance, check for stats below. The screenshot is also proof that the [[GTM MX-64|Rockeye]] secondary was already part of the Beta release, and was simply re-introduced in ''FreeSpace 2''.<br />
<br />
The Alpha/Beta versions also included unique dialogue. Some of the generic lines present in the Alpha/Beta releases were later dropped in favour of the present ones, such as "''Enemy at three o'clock high!''", "''Sir watch your tail''" and "''Enemy fighters just appeared on radar''".<br />
<br />
==Screenshots from FreeSpace Alpha==<br />
Very few screenshots of the earliest development phases of ''Descent: FreeSpace'' are still available (as of 2007). In sheer volume, most of the screenshots can still be seen on Volition's official ''Descent: FreeSpace'' site. The official screenshots, however, are from the last stages of development. For all intents and purposes, the screenshots can be said to reflect the actual gameplay of the playable Beta version.<br />
<gallery caption="FreeSpace Alpha gallery"><br />
Image:Alpha_hud.jpg|Early version of the HUD.<br />
Image:Alpha_hud_2.jpg|Planet backgrounds from ''FreeSpace Alpha''.<br />
Image:Mainhall_alpha.jpg|Main hall, dated 12/4/97.<br />
Image:Sfxx.jpg|The Apollo fighter still called ''Generic Fighter''.<br />
</gallery><br />
<br />
==FreeSpace Alpha-Only Weaponry==<br />
The pre-release version(s) of FreeSpace had unique weaponry, both primary and secondary. The point of interest is that many of the Alpha names are still present in the retail version(s), namely as the names of the sound FX files. These names can easily be read by examining the VP files.<br />
<br />
===Primary Weapons===<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=5 style="background:#351515;"| '''Alpha-Only primary weapons'''<br />
|- align="center"<br />
| style="width:130px" |'''Name'''<br />
| style="width:80px" |'''Damage'''<br />
| style="width:80px" |'''Velocity'''<br />
| style="width:80px" | '''Fire Wait'''<br />
| style="width:330px" | '''Description'''<br />
|- align="center"<br />
| '''Light Laser'''<br />
| 10 <br />
| 300 <br />
| .175<br />
| Much like Descent lasers. Less powerful than Heavies.<br />
|- align="center"<br />
| '''Disruptor'''<br />
| 16 <br />
| 275<br />
| .3<br />
| none<br />
|- align="center"<br />
| '''Mass Driver'''<br />
| 40<br />
| 240<br />
| .15<br />
| Fires shells, but uses energy, since it's a cannon.<br />
|- align="center"<br />
| '''Flail'''<br />
| 5<br />
| 530<br />
| .15<br />
| Rapid-fire energy-based weapon. Shoots many smaller, rapid lasers.<br />
|- align="center"<br />
| '''Neutron Flux'''<br />
| 30<br />
| 300<br />
| 30<br />
| Similar to Heavy Lasers, but more punch.<br />
|- align="center"<br />
| '''Shivan Light Laser'''<br />
| 8 <br />
| 300 <br />
| .15 <br />
| none<br />
|- align="center"<br />
| '''Shivan Heavy Laser'''<br />
| 12 <br />
| 275 <br />
| .3<br />
| Self-explanatory. Fires slightly slower.<br />
|}<br />
<br />
===Secondary Weapons===<br />
<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=5 style="background:#351515;"| '''Alpha-Only secondary weapons'''<br />
|- align="center"<br />
| style="width:100px" |'''Name'''<br />
| style="width:80px" |'''Damage'''<br />
| style="width:80px" |'''Velocity'''<br />
| style="width:80px" | '''Fire Wait'''<br />
| style="width:200px" | '''Description'''<br />
|- align="center"<br />
| '''Rockeye Missile'''<br />
| 15 <br />
| 140 <br />
| .75 <br />
| none<br />
|- align="center"<br />
| '''Mag Pulse Missile'''<br />
| 10 <br />
| 200 <br />
| 1.00 <br />
| none<br />
|- align="center"<br />
| '''Fury Missile'''<br />
| 15 <br />
| 300 <br />
| .10 <br />
| none<br />
|- align="center"<br />
| '''Swarm Missile'''<br />
| 15 <br />
| 200 <br />
| 1.0<br />
| none<br />
|- align="center"<br />
| '''Shrike Missile'''<br />
| 45 <br />
| 130 <br />
| 1.0<br />
| none<br />
|- align="center"<br />
| '''Angelfire Missile'''<br />
| 60 <br />
| 100 <br />
| 1.0 <br />
| none<br />
|- align="center"<br />
| '''Fusion Mortar'''<br />
| 100 <br />
| 250 <br />
| 1.0 <br />
| none<br />
|- align="center"<br />
| '''Cluster Bomb'''<br />
| 60 <br />
| 50 <br />
| 2.0<br />
| none<br />
|- align="center"<br />
| '''Cluster Baby'''<br />
| 25 <br />
| 120 <br />
| .5 <br />
| none<br />
|- align="center"<br />
| '''Stilleto Bomb'''<br />
| 60 <br />
| 75 <br />
| 1.0<br />
| none<br />
|- align="center"<br />
| '''Tsunami Bomb'''<br />
| 100 <br />
| 50 <br />
| 3.0<br />
| none<br />
|- align="center"<br />
| '''Harbinger Fusion Bomb'''<br />
| 200 <br />
| 40 <br />
| 3.0<br />
| none<br />
|}<br />
<br />
==Alpha Missions==<br />
[[Image:Juggernath_mission.jpg|thumb|'''Screenshot from the near-mythical Juggernath mission.''']]<br />
The Alpha versions of FreeSpace also contained unique missions. There were a total of three missions in the Alpha versions, two of which are the ones we know from the FreeSpace 1 Demo. The third Alpha-only mission&mdash;the second in the Alpha "campaign"&mdash;is arguably the most interesting of them all. This is the mission where Alpha wing is ordered to escort the lone ''Juggernath'', a [[GTC Fenris|''Fenris''-class cruiser]].<br />
<br />
The mission also contains a lot of unique dialogue, dialogue which explains the sentiments regarding the newly-founded Terran-Vasudan alliance and deepens the storyline, highlighting the still present animosity towards the Vasudans. A line from Alpha 3 in the mission might serve as example; "''I just hope I don't accidentally fire on one of them in the heat of battle. Old habits die hard''".<br />
<br />
Other differences&mdash;differences that might seem trivial but have quite an impact on the developing story&mdash;include the casting of the main character as part of the [[FreeSpace_1_Terran_Ship_Database#GTC_Orff|GTC ''Orff's'']] crew, rather than as a part of the [[FreeSpace_1_Terran_Ship_Database#GTD_Galatea|GTD ''Galatea's'']] crew.<br />
<br />
Please note that the first Alpha version handed out to (p)reviewers was not playable. Most of the first Alpha only consisted of pre-scripted action. The final pre-release version, however, ''was'' playable and was thus shipped out to reviewers/testers as a novel "Playable Demo". The "Playable Demo" moniker is still present on the load up screen of the officially released ''Descent: FreeSpace'' demo.<br />
<br />
==See Also==<br />
*[http://download.descent-network.com/shareware1/freespace1/trailer/fsmovi1w.exe Trailer] with gameplay from the first Alpha, released 11/14/97.<br />
*[http://www.descent2.com/games/freespace/index.html Early FreeSpace page] (by the venerable Descent Network), with Alpha/Beta screenshots and info, last updated 3/31/99.<br />
*[http://www.volition-inc.com/fs/screens.cfm Offical screenshots] for Descent: FreeSpace<br />
*[http://www.volition-inc.com/fs/screens2.cfm Page two] of above<br />
<br />
[[Category:The games]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=FreeSpace_2-era_craft&diff=41256FreeSpace 2-era craft2013-01-04T12:55:48Z<p>The Force: Undo revision 41253 by Ipodsoft (Talk)</p>
<hr />
<div>{{FS12_Ships}}<br />
<br />
==Terran craft==<br />
<br />
===Fighters===<br />
*[[GTF Ulysses]]<br />
*[[GTF Hercules]]<br />
*[[GTF Hercules Mark II]]<br />
*[[GTF Loki]]<br />
*[[GTF Perseus]]<br />
*[[GTF Pegasus]]<br />
*[[GTF Myrmidon]]<br />
*[[GTF Ares]]<br />
*[[GTF Erinyes]]<br />
*[[SF Mara (Terrans)]]<br />
<br />
===Bombers===<br />
*[[GTB Artemis]]<br />
*[[GTB Artemis D.H.]]<br />
*[[GTB Medusa]]<br />
*[[GTB Ursa]]<br />
*[[GTB Boanerges]]<br />
*[[GTB Zeus]]<br />
<br />
===Transports and freighters===<br />
*[[GTT Elysium]]<br />
*[[GTT Argo]]<br />
*[[GTFr Triton]]<br />
*[[GTFr Poseidon]]<br />
<br />
===Cruisers and corvettes===<br />
*[[GTC Aeolus]]<br />
*[[GTC Fenris]]<br />
*[[GTC Leviathan]]<br />
*[[GTCv Deimos]]<br />
<br />
===Capital ships===<br />
*[[GTD Orion]]<br />
*[[GTD Hecate]]<br />
*[[GTD Hades]]<br />
*[[GTVA Colossus]]<br />
*[[NTF Iceni]]<br />
<br />
===Installations===<br />
*[[GTI Arcadia]]<br />
*[[GTI Ganymede]]<br />
*[[NTF Boadicea]]<br />
<br />
===Misc ships===<br />
*[[GTA Charybdis]]<br />
*[[GTG Zephyrus]]<br />
*[[GTM Hippocrates]]<br />
*[[GTNB Pharos]]<br />
*[[GTSC Faustus]]<br />
*[[GTEP Hermes]]<br />
*[[GTS Hygeia]]<br />
*[[GTDr Amazon]]<br />
*[[GTDr Amazon Advanced]]<br />
*[[TC-Meson Bomb]]<br />
*[[Volition Bravos]]<br />
<br />
===Sentry Guns===<br />
*[[GTSG Watchdog]]<br />
*[[GTSG Cerberus]]<br />
*[[GTSG Alastor]]<br />
*[[GTSG Mjolnir]]<br />
<br />
===Cargo Containers===<br />
*[[TC 2]]<br />
*[[TSC 2]]<br />
*[[TAC 1]]<br />
*[[TTC 1]]<br />
*[[TC-TRI]]<br />
<br />
==Vasudan craft==<br />
<br />
===Fighters=== <br />
*[[GVF Seth]]<br />
*[[GVF Serapis]]<br />
*[[GVF Tauret]]<br />
*[[GVF Thoth]]<br />
*[[GVF Horus]]<br />
*[[GVF Ptah]]<br />
<br />
===Bombers===<br />
*[[GVB Sekhmet]]<br />
*[[GVB Osiris]]<br />
*[[GVB Bakha]]<br />
<br />
===Transports and freighters===<br />
*[[GVT Isis]]<br />
*[[GVFr Bes]]<br />
*[[GVFr Satis]]<br />
*[[PVFr Ma'at]]<br />
<br />
===Cruisers and corvettes===<br />
*[[GVC Aten]]<br />
*[[GVC Mentu]]<br />
*[[GVCv Sobek]]<br />
<br />
===Capital ships===<br />
*[[GVD Typhon]]<br />
*[[GVD Hatshepsut]]<br />
<br />
===Misc ships===<br />
*[[GVA Setekh]]<br />
*[[GVG Anuket]]<br />
*[[GVEP Ra]]<br />
*[[GVS Nephthys]]<br />
<br />
===Sentry Guns===<br />
*[[GVSG Ankh]]<br />
*[[GVSG Edjo]]<br />
<br />
===Cargo Containers===<br />
*[[VAC 4]]<br />
*[[VAC 5]]<br />
<br />
==Shivan craft==<br />
<br />
===Fighters===<br />
*[[SF Dragon]]<br />
*[[SF Manticore]]<br />
*[[SF Basilisk]]<br />
*[[SF Aeshma]]<br />
*[[SF Astaroth]]<br />
*[[SF Mara]]<br />
<br />
===Bombers===<br />
*[[SB Nephilim]]<br />
*[[SB Seraphim]]<br />
*[[SB Nahema]]<br />
*[[SB Taurvi]]<br />
<br />
===Transports and freighters===<br />
*[[ST Azrael]]<br />
*[[SFr Dis]]<br />
*[[SFr Mephisto]]<br />
*[[SFr Asmodeus]]<br />
<br />
===Cruisers and corvettes===<br />
*[[SC Rakshasa]]<br />
*[[SC Cain]]<br />
*[[SC Lilith]]<br />
*[[SCv Moloch]]<br />
<br />
===Capital ships===<br />
*[[SD Demon]]<br />
*[[SD Ravana]]<br />
*[[SD Lucifer]]<br />
*[[SJ Sathanas]]<br />
<br />
===Misc ships===<br />
*[[Shivan Comm Node]]<br />
*[[SSG Rahu]]<br />
*[[SJD Sathanas]]<br />
*[[SpaceHunk]]<br />
<br />
===Sentry Guns===<br />
*[[SSG Trident]]<br />
*[[SSG Belial]]<br />
<br />
===Cargo Containers===<br />
*[[SC 5]]<br />
*[[SAC 2]]<br />
*[[SAC 3]]<br />
<br />
==[[Concept art]]==<br />
<br />
<br />
[[Category:Lists]]<br />
[[Category:Ship]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=FreeSpace_2-era_craft&diff=41255FreeSpace 2-era craft2013-01-04T12:55:38Z<p>The Force: Undo revision 41254 by Ipodsoft (Talk)</p>
<hr />
<div>{{FS12_Ships}}<br />
<br />
==Terran craft==<br />
<br />
===Fighters===<br />
*[[GTF Ulysses]]<br />
*[[GTF Hercules]]<br />
*[[GTF Hercules Mark II]]<br />
*[[GTF Loki]]<br />
*[[GTF Perseus]]<br />
*[[GTF Pegasus]]<br />
*[[GTF Myrmidon]]<br />
*[[GTF Ares]]<br />
*[[GTF Erinyes]]<br />
*[[SF Mara (Terrans)]]<br />
<br />
<br />
'''Source(s):''' [http://www.downloadranking.com <font color="#FFFF00">Terran craft</font>]<br />
<br />
<br />
===Bombers===<br />
*[[GTB Artemis]]<br />
*[[GTB Artemis D.H.]]<br />
*[[GTB Medusa]]<br />
*[[GTB Ursa]]<br />
*[[GTB Boanerges]]<br />
*[[GTB Zeus]]<br />
<br />
<br />
'''Source(s):''' [http://www.downloadranking.com <font color="#FFFF00">Terran craft</font>]<br />
<br />
<br />
===Transports and freighters===<br />
*[[GTT Elysium]]<br />
*[[GTT Argo]]<br />
*[[GTFr Triton]]<br />
*[[GTFr Poseidon]]<br />
<br />
===Cruisers and corvettes===<br />
*[[GTC Aeolus]]<br />
*[[GTC Fenris]]<br />
*[[GTC Leviathan]]<br />
*[[GTCv Deimos]]<br />
<br />
===Capital ships===<br />
*[[GTD Orion]]<br />
*[[GTD Hecate]]<br />
*[[GTD Hades]]<br />
*[[GTVA Colossus]]<br />
*[[NTF Iceni]]<br />
<br />
===Installations===<br />
*[[GTI Arcadia]]<br />
*[[GTI Ganymede]]<br />
*[[NTF Boadicea]]<br />
<br />
===Misc ships===<br />
*[[GTA Charybdis]]<br />
*[[GTG Zephyrus]]<br />
*[[GTM Hippocrates]]<br />
*[[GTNB Pharos]]<br />
*[[GTSC Faustus]]<br />
*[[GTEP Hermes]]<br />
*[[GTS Hygeia]]<br />
*[[GTDr Amazon]]<br />
*[[GTDr Amazon Advanced]]<br />
*[[TC-Meson Bomb]]<br />
*[[Volition Bravos]]<br />
<br />
===Sentry Guns===<br />
*[[GTSG Watchdog]]<br />
*[[GTSG Cerberus]]<br />
*[[GTSG Alastor]]<br />
*[[GTSG Mjolnir]]<br />
<br />
===Cargo Containers===<br />
*[[TC 2]]<br />
*[[TSC 2]]<br />
*[[TAC 1]]<br />
*[[TTC 1]]<br />
*[[TC-TRI]]<br />
<br />
==Vasudan craft==<br />
<br />
===Fighters=== <br />
*[[GVF Seth]]<br />
*[[GVF Serapis]]<br />
*[[GVF Tauret]]<br />
*[[GVF Thoth]]<br />
*[[GVF Horus]]<br />
*[[GVF Ptah]]<br />
<br />
===Bombers===<br />
*[[GVB Sekhmet]]<br />
*[[GVB Osiris]]<br />
*[[GVB Bakha]]<br />
<br />
===Transports and freighters===<br />
*[[GVT Isis]]<br />
*[[GVFr Bes]]<br />
*[[GVFr Satis]]<br />
*[[PVFr Ma'at]]<br />
<br />
===Cruisers and corvettes===<br />
*[[GVC Aten]]<br />
*[[GVC Mentu]]<br />
*[[GVCv Sobek]]<br />
<br />
===Capital ships===<br />
*[[GVD Typhon]]<br />
*[[GVD Hatshepsut]]<br />
<br />
===Misc ships===<br />
*[[GVA Setekh]]<br />
*[[GVG Anuket]]<br />
*[[GVEP Ra]]<br />
*[[GVS Nephthys]]<br />
<br />
===Sentry Guns===<br />
*[[GVSG Ankh]]<br />
*[[GVSG Edjo]]<br />
<br />
===Cargo Containers===<br />
*[[VAC 4]]<br />
*[[VAC 5]]<br />
<br />
==Shivan craft==<br />
<br />
===Fighters===<br />
*[[SF Dragon]]<br />
*[[SF Manticore]]<br />
*[[SF Basilisk]]<br />
*[[SF Aeshma]]<br />
*[[SF Astaroth]]<br />
*[[SF Mara]]<br />
<br />
===Bombers===<br />
*[[SB Nephilim]]<br />
*[[SB Seraphim]]<br />
*[[SB Nahema]]<br />
*[[SB Taurvi]]<br />
<br />
===Transports and freighters===<br />
*[[ST Azrael]]<br />
*[[SFr Dis]]<br />
*[[SFr Mephisto]]<br />
*[[SFr Asmodeus]]<br />
<br />
===Cruisers and corvettes===<br />
*[[SC Rakshasa]]<br />
*[[SC Cain]]<br />
*[[SC Lilith]]<br />
*[[SCv Moloch]]<br />
<br />
===Capital ships===<br />
*[[SD Demon]]<br />
*[[SD Ravana]]<br />
*[[SD Lucifer]]<br />
*[[SJ Sathanas]]<br />
<br />
===Misc ships===<br />
*[[Shivan Comm Node]]<br />
*[[SSG Rahu]]<br />
*[[SJD Sathanas]]<br />
*[[SpaceHunk]]<br />
<br />
===Sentry Guns===<br />
*[[SSG Trident]]<br />
*[[SSG Belial]]<br />
<br />
===Cargo Containers===<br />
*[[SC 5]]<br />
*[[SAC 2]]<br />
*[[SAC 3]]<br />
<br />
==[[Concept art]]==<br />
<br />
<br />
[[Category:Lists]]<br />
[[Category:Ship]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=GTCv_Deimos&diff=40796GTCv Deimos2012-10-15T12:15:42Z<p>The Force: spam</p>
<hr />
<div>{{FS12_Ships}}<br />
The '''GTCv ''Deimos''''' was a common ship in [[FreeSpace 2]], in the hands of both the [[Galactic Terran-Vasudan Alliance]] and the [[Neo-Terran Front]]. Faster and more maneuverable than destroyers, but with more firepower than cruisers, these ships, along with the [[GVCv Sobek|GVCv ''Sobek'']], filled a much-needed role in between these two classes. Their armor is made from collapsed-core molybdenum, which provides additional protection against beam fire, and giving them around 80% of the hull strength of the much larger Orion and Hecate destroyers. Their reactors are highly efficient Vasudan models, which give them the power output required to maintain their many beams and other turrets.<br />
<br />
On the retail FreeSpace 2 box, the ''Deimos'' is shown with several side-mounted multi-part turrets, which are not possible in the retail version. Side multiple-part turrets are possible in [[FreeSpace Open]], but the Deimos does not possess them for balance reasons.<br />
<br />
==Description:==<br />
{{shipimage|image=[[image:Gtcvdeimos-old.jpg]]|caption=The GTCv Deimos}}<br />
===FS2 Tech Room Description===<br />
Deimos-class corvettes, such as the GTCv Actium and the GTCv Lysander, are the newest addition to the Terran fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing maneuverability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their Vasudan-designed reactor core provides more energy per ton than any other allied ship class. As the Leviathan and Fenris cruisers of the Great War are gradually phased out, these corvettes will become the foundation of tomorrow's fleet.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
==Name origin==<br />
In Greek mythology, Deimos was the personification of terror. He is the son of [[GTF Ares|Ares]].<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Corvette|Unknown|N/A|100.0, 100.0, 80.0|30.0|N/A|N/A|80 000|N/A|717}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 6<br />
|- align="center"<br />
| [[Terran Huge Turret]]<br />
| 4<br />
|- align="center"<br />
| [[Standard Flak]]<br />
| 6<br />
|- align="center"<br />
| [[GTM Piranha|Piranha]]<br />
| 2<br />
|- align="center"<br />
| [[AAAf|Anti-Fighter Beam]]<br />
| 4<br />
|- align="center"<br />
| [[TerSlash|Terran Slashing Beam]]<br />
| 4<br />
|}<br />
<br />
==Modding Resources==<br />
{{shipimage|image=[[Image:Gtcvdeimos.jpg]]|caption=The GTCv Deimos in FS2_Open 3.6.10}}<br />
'''Retail''':<br />
:$POF File: corvette2T-01.pof<br />
:Textures: TCov1(A/B/C), TCov2(A/B), TCov3(A/B), TCov4(A/B), TCov5(A/B), TCov6(A/B), TCov7(A/B), TSoupdebris01b<br />
<br />
'''MediaVP 3.6.10''':<br />
:$POF File: corvette2T-01.pof<br />
:Textures: TCov1, TCov2, TCov3, TCov4, TCov5, TCov6, TCov7, Corvette2T-01, thrust, damage, nameplate<br />
<br><br />
[http://www.hard-light.net/forums/index.php?topic=28154.0 History]<br><br />
Proposed by: ??? on ???<br><br />
First WIP Post: ??? on ???<br><br />
First In-Game Model: ??? on ???<br><br />
Completed In-Game Model: StratComm on [http://www.hard-light.net/forums/index.php?topic=36722.0 11/15/2005]<br><br />
Final Corrections: ??? on ???<br><br />
<br />
<br />
==Gallery==<br />
<br />
<gallery><br />
Image:RScreen0046.png | A Hercules Mark II fighter providing fighter cover for a Deimos.<br />
Image:RScreen0049.png | Alongside her escorts, a Deimos patrols the outer orbit of a gas giant.<br />
Image:RScreen0026.jpg | The GTCv ''Parapet'' blockading the [[Capella]] jump node in the [[Epsilon Pegasi]] system. The [[GTVA Colossus|''Colossus'']] stands guard in the distance. ([[Into the Maelstrom]])<br />
Image:RScreen0024.jpg | Behind the fog of the [[Nebula System|Shivan nebula]], the GTCv ''Warspite'' holds an important position. ([[Battle of the Wilderness]]).<br />
Image:RScreen0027.jpg | Fighting [[Shivans]] in the [[Homesick]] campaign.<br />
Image:RScreen0029.jpg | An insurgent Deimos battling allied warships in [[The Procyon Insurgency]].<br />
Image:RScreen0090.png | A Deimos moves on a [[Nightmare]] battle fleet.<br />
<br />
</gallery><br />
<br />
==Veteran Comments==<br />
{{Comment|''This is probably the best corvette in the game. It may not be small, or have a fighterbay, but it's got the firepower while still balancing anti-fighter capabilities. These ships make a fine addition to the GTVA fleet.''<br />
<br />
<br />
''Realistically, while the Deimos is nice, its four heavy beams are the inaccurate slashing type which makes the statement that it's as powerful as a destroyer kinda... debatable. It's probably accurate to say though, that its anti-ship capabilities are better than the other corvettes. Its anti-figher defenses are formidable if approached without caution, but entirely useless if one approaches from the correct angle (from the front or above).''<br />
<br />
<br />
''Think of the Deimos as a bigger, meaner version of the [[Aeolus]]. Your best approach is from dead ahead, even though that risks getting hit by an errant slash shot and being instantly vaporized. Side approaches must deal with an AAA beam, flak gun, bomblets from the side-mounted Piranha launcher, two Terran Light Turrets, and possibly some number of Terran Heavy Turrets. A stern approach borders on suicide, with two AAA beams, two flak guns, and bomblets from'' '''both''' ''[[GTM Piranha|Piranha]] launchers.''<br />
<br />
<br />
''Although the Deimos lacks the raw firepower of [[GTD Orion|Orions]] or [[GTD Hecate|Hecates]], it is far more balanced in weaponry. The [[GTD Orion|Orion]], for instance, is vulnerable to bombers, and a [[GTD Hecate|Hecate]] to enemy warships, whereas a Deimos can challenge both large and small targets.''<br />
<br />
<br />
''Probably the most dangerous capital ship to attack in a fighter or a bomber, and its 4 smaller anti-warship beams compared to the Sobek's 2 larger [[VSlash]] beams means Deimos can take more damage than the Vasudan corvette while remaining effective.''<br />
<br />
<br />
''The best method of attacking this vessel is from the top, where it is guarded by only a few blob turrets; any other angle leaves you at the mercy of a storm of flak or staring down the business end of two possibly firing TerSlashes. Depending on the angle at which it engages, the Deimos can take down any ship its own weight or below, but is terribly vulnerable to a destroyer broadside.}}<br />
<br />
[[Category:Ship]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=GTCv_Deimos&diff=39547GTCv Deimos2012-08-23T08:44:46Z<p>The Force: Spam</p>
<hr />
<div>{{FS12_Ships}}<br />
The '''GTCv ''Deimos''''' was a common ship in [[FreeSpace 2]], in the hands of both the [[Galactic Terran-Vasudan Alliance]] and the [[Neo-Terran Front]]. Faster and more maneuverable than destroyers, but with more firepower than cruisers, these ships, along with the [[GVCv Sobek|GVCv ''Sobek'']], filled a much-needed role in between these two classes. Their armor is made from collapsed-core molybdenum, which provides additional protection against beam fire, and giving them around 80% of the hull strength of the much larger Orion and Hecate destroyers. Their reactors are highly efficient Vasudan models, which give them the power output required to maintain their many beams and other turrets.<br />
<br />
On the retail FreeSpace 2 box, the ''Deimos'' is shown with several side-mounted multi-part turrets, which are not possible in the retail version. Side multiple-part turrets are possible in [[FreeSpace Open]], but the Deimos does not possess them for balance reasons.<br />
<br />
==Description:==<br />
{{shipimage|image=[[image:Gtcvdeimos-old.jpg]]|caption=The GTCv Deimos}}<br />
===FS2 Tech Room Description===<br />
Deimos-class corvettes, such as the GTCv Actium and the GTCv Lysander, are the newest addition to the Terran fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing maneuverability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their Vasudan-designed reactor core provides more energy per ton than any other allied ship class. As the Leviathan and Fenris cruisers of the Great War are gradually phased out, these corvettes will become the foundation of tomorrow's fleet.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
==Name origin==<br />
In Greek mythology, Deimos was the personification of terror. He is the son of [[GTF Ares|Ares]].<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Corvette|Unknown|N/A|30.0|N/A|N/A|80 000|N/A|717}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 6<br />
|- align="center"<br />
| [[Terran Huge Turret]]<br />
| 4<br />
|- align="center"<br />
| [[Standard Flak]]<br />
| 6<br />
|- align="center"<br />
| [[GTM Piranha|Piranha]]<br />
| 2<br />
|- align="center"<br />
| [[AAAf|Anti-Fighter Beam]]<br />
| 4<br />
|- align="center"<br />
| [[TerSlash|Terran Slashing Beam]]<br />
| 4<br />
|}<br />
<br />
==Modding Resources==<br />
{{shipimage|image=[[Image:Gtcvdeimos.jpg]]|caption=The GTCv Deimos in FS2_Open 3.6.10}}<br />
'''Retail''':<br />
:$POF File: corvette2T-01.pof<br />
:Textures: TCov1(A/B/C), TCov2(A/B), TCov3(A/B), TCov4(A/B), TCov5(A/B), TCov6(A/B), TCov7(A/B), TSoupdebris01b<br />
<br />
'''MediaVP 3.6.10''':<br />
:$POF File: corvette2T-01.pof<br />
:Textures: TCov1, TCov2, TCov3, TCov4, TCov5, TCov6, TCov7, Corvette2T-01, thrust, damage, nameplate<br />
<br><br />
[http://www.hard-light.net/forums/index.php?topic=28154.0 History]<br><br />
Proposed by: ??? on ???<br><br />
First WIP Post: ??? on ???<br><br />
First In-Game Model: ??? on ???<br><br />
Completed In-Game Model: StratComm on [http://www.hard-light.net/forums/index.php?topic=36722.0 11/15/2005]<br><br />
Final Corrections: ??? on ???<br><br />
<br />
<br />
==Gallery==<br />
<br />
<gallery><br />
Image:RScreen0046.png | A Hercules Mark II fighter providing fighter cover for a Deimos.<br />
Image:RScreen0049.png | Alongside her escorts, a Deimos patrols the outer orbit of a gas giant.<br />
Image:RScreen0026.jpg | The GTCv ''Parapet'' blockading the [[Capella]] jump node in the [[Epsilon Pegasi]] system. The [[GTVA Colossus|''Colossus'']] stands guard in the distance. ([[Into the Maelstrom]])<br />
Image:RScreen0024.jpg | Behind the fog of the [[Nebula System|Shivan nebula]], the GTCv ''Warspite'' holds an important position. ([[Battle of the Wilderness]]).<br />
Image:RScreen0027.jpg | Fighting [[Shivans]] in the [[Homesick]] campaign.<br />
Image:RScreen0029.jpg | An insurgent Deimos battling allied warships in [[The Procyon Insurgency]].<br />
Image:RScreen0090.png | A Deimos moves on a [[Nightmare]] battle fleet.<br />
<br />
</gallery><br />
<br />
<br />
==Veteran Comments==<br />
{{Comment|''This is probably the best corvette in the game. It may not be small, or have a fighterbay, but it's got the firepower while still balancing anti-fighter capabilities. These ships make a fine addition to the GTVA fleet.''<br />
<br />
<br />
''Realistically, while the Deimos is nice, its four heavy beams are the inaccurate slashing type which makes the statement that it's as powerful as a destroyer kinda... debatable. It's probably accurate to say though, that its anti-ship capabilities are better than the other corvettes. Its anti-figher defenses are formidable if approached without caution, but entirely useless if one approaches from the correct angle (from the front or above).''<br />
<br />
<br />
''Think of the Deimos as a bigger, meaner version of the [[Aeolus]]. Your best approach is from dead ahead, even though that risks getting hit by an errant slash shot and being instantly vaporized. Side approaches must deal with an AAA beam, flak gun, bomblets from the side-mounted Piranha launcher, two Terran Light Turrets, and possibly some number of Terran Heavy Turrets. A stern approach borders on suicide, with two AAA beams, two flak guns, and bomblets from'' '''both''' ''[[GTM Piranha|Piranha]] launchers.''<br />
<br />
<br />
''Although the Deimos lacks the raw firepower of [[GTD Orion|Orions]] or [[GTD Hecate|Hecates]], it is far more balanced in weaponry. The [[GTD Orion|Orion]], for instance, is vulnerable to bombers, and a [[GTD Hecate|Hecate]] to enemy warships, whereas a Deimos can challenge both large and small targets.''<br />
<br />
<br />
''Probably the most dangerous capital ship to attack in a fighter or a bomber, and its 4 smaller anti-warship beams compared to the Sobek's 2 larger [[VSlash]] beams means Deimos can take more damage than the Vasudan corvette while remaining effective.''<br />
<br />
<br />
''The best method of attacking this vessel is from the top, where it is guarded by only a few blob turrets; any other angle leaves you at the mercy of a storm of flak or staring down the business end of two possibly firing TerSlashes. Depending on the angle at which it engages, the Deimos can take down any ship its own weight or below, but is terribly vulnerable to a destroyer broadside.}}<br />
<br />
[[Category:Ship]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.TGA&diff=39366*.TGA2012-08-01T08:59:17Z<p>The Force: Undo revision 39345 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Graphic Files]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.TBM&diff=39365*.TBM2012-08-01T08:59:05Z<p>The Force: Undo revision 39344 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[OpenGL_Shaders_(GLSL)]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.PNG&diff=39362*.PNG2012-08-01T08:58:26Z<p>The Force: Undo revision 39340 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Graphic Files]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.PLR/*.PL2&diff=39361*.PLR/*.PL22012-08-01T08:58:11Z<p>The Force: Undo revision 39339 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Graphic Files]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.OGG&diff=39359*.OGG2012-08-01T08:57:42Z<p>The Force: Undo revision 39337 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Multimedia Files]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.JPG&diff=39358*.JPG2012-08-01T08:57:23Z<p>The Force: Undo revision 39336 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Graphic Files]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.IBX&diff=39357*.IBX2012-08-01T08:57:06Z<p>The Force: Undo revision 39335 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Model_files#IBX]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.FSM&diff=39356*.FSM2012-08-01T08:56:52Z<p>The Force: Undo revision 39334 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[ASCII or text files#FSM]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.FS2&diff=39355*.FS22012-08-01T08:56:35Z<p>The Force: Undo revision 39333 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[ASCII or text files#FS2]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.EFF&diff=39354*.EFF2012-08-01T08:55:56Z<p>The Force: Undo revision 39332 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Graphic Files]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.CSG/*.CSS&diff=39352*.CSG/*.CSS2012-08-01T08:54:58Z<p>The Force: Undo revision 39330 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[ASCII_or_text_files#FreeSpace_campaign_file_formats]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.ANI&diff=39350*.ANI2012-08-01T08:54:06Z<p>The Force: Undo revision 39328 by NancyEdwards (Talk)</p>
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<div>#REDIRECT [[Multimedia Files#ANI]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=%22freespace_3_the_search_for_bosch%22&diff=39349"freespace 3 the search for bosch"2012-08-01T08:53:38Z<p>The Force: Spam</p>
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<div>#REDIRECT [[Freespace 3 the search For bosch]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=*.TXT&diff=39348*.TXT2012-08-01T08:52:59Z<p>The Force: Spam</p>
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<div>#REDIRECT [[Model_files#POF]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Controlconfigdefaults.tbl&diff=39316Controlconfigdefaults.tbl2012-07-30T14:33:51Z<p>The Force: corecting the Show Nav Map option</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 />
<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>The Forcehttps://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&diff=39294Manually Installing FreeSpace 2 Open2012-07-28T13:22:53Z<p>The Force: Removing a refrence to the Installer</p>
<hr />
<div>This guide assumes you already have a working copy of FreeSpace 2 installed. If not, see [[Installing FreeSpace 2]]. <!--Also, this build assumes you do not use an installer. If you do, skip down Step One.--><br />
<br />
<!-- Commented out: installer currently not working<br />
== Quick Start: Using the Online Installer ==<br />
<br />
You can use the excellent installer by Turey, that should give you a baseline of everything you need to play. The rest of this guide is full of information if you want to start tweaking things, or tackle things manually. However, for most players, you can stop with this step.<br />
<br />
* [http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip Windows Installer (Zipped .exe, 19 MB)] (Doesn't need Java, get this one if you are unsure and are using Windows)<br />
* [http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5)<br />
<br />
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]<br />
<br />
This Installer is known to work on Windows, Linux(tested on Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)<br />
<br />
=== Requirements and Notes ===<br />
You can update your installation by simply running the Installer again. It will download files that are out of date.<br />
<br />
The Installer requires an internet connection to install. This is because:<br />
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.<br />
* It automatically takes you to the download page of the most recent version if your version is out of date.<br />
* It checks that all the files are up-to-date.<br />
<br />
Source:<br />
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]<br />
--><br />
== Step One: Understanding what you need ==<br />
There are three main components that you need to get the most out of fs2_open.<br />
<br />
* First, you need to install the retail data from [[Installing FreeSpace 2|FreeSpace 2]]<br />
* Second, the '''fs2_open build'''. This is the core game engine, a single executable file.<br />
* Next, the '''Launcher'''. This lets you configure the fs2_open executable for your particular system, in much the same way the original FreeSpace 2 launcher is used to configure it.<br />
* Finally, the '''MediaVPs'''. These contain all sorts of graphical improvements and are highly recommended. Version numbers of mediaVPs generally agree with the fs2_open build that they're supposed to be used with.<br />
<br />
== Step Two: Getting the Launcher ==<br />
<br />
Unless you are using an extremely old build, you will want to get the appropriate launcher for your OS. It may be bundled with your release but the direct download link is below.<br />
<br />
Windows: [http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g download]<br />
<br />
OS X: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] unless you are using Tiger or a PowerPC Mac, in which case use Soulstorm's [http://www.hard-light.net/forums/index.php?topic=51391.0 OS X Launcher 3.0] ([[Soulstorm's OS X Launcher|instructions]])<br />
<br />
Linux: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (build it from source; see the [http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt readme] for instructions)<br />
<br />
== Step Three: Choosing a build ==<br />
There are two main types of fs2_open builds, at the time of this writing. A "build" is any executable built from source code. Any build may also be a debug build. (Debug builds usually have names that end with "_d" or "_dbg" or somesuch) If you don't know why you'd want to use a debug build, you're almost certainly better off not using one.<br />
<br />
All builds should be extracted to your main FreeSpace 2 folder.<br />
<br />
=== Official Releases ===<br />
The first type is the "stable" release build. Additionally, some official release builds are available with installers. It's a good idea to get the most recent official release, even if you end up deciding to get a recent build anyway. Current official release is '''FreeSpace Open 3.6.12'''.<br />
<br />
[http://www.hard-light.net/forums/index.php?topic=70692.0 FreeSpace Open 3.6.12 release thread]<br />
<br />
=== Test Builds ===<br />
Recent Builds are ones that individual coders release. Most of the time they're released to either test or showcase some particular new feature. If you're curious about how reliable a build is, your best bet is to check the original thread it was posted in and see what people's responses were.<br />
<br />
[http://www.hard-light.net/forums/index.php/board,97.0.html Test builds forum]<br />
<br />
[http://www.hard-light.net/forums/index.php/board,113.0.html Cross Platform Development forum (for Linux/OS X builds)]<br />
<br />
=== Nightly Builds ===<br />
<br />
In addition to recent builds, nightly builds are built every evening after any changes have been applied to the main code base in SVN. These are put out so that the code base can be quickly verified for general stability. Testing nightly builds on a regular basis and reporting bugs helps ensure a stable code base is maintained.<br />
<br />
[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly builds forum]<br />
<br />
== Step Four: MediaVPs ==<br />
<br />
With the rerelease of the 3.6.12 MediaVPs, there is once again only one set of recommended MediaVPs available. The detailed instructions for installing and the current links can currently be found in the MediaVPs Release Thread linked below.<br />
<br />
MediaVPs should be installed in a new 'mediavps_3612' directory under the main FreeSpace directory (\freespace2\mediavps_3612) This preserves the possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) and using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).<br />
<br />
[http://www.hard-light.net/forums/index.php?topic=70736.0 3.6.12 MediaVPs Release Thread]<br />
<br />
== Step Five: Configuring Everything ==<br />
<br />
=== Basic setup ===<br />
<br />
At this point, you have one final stage remaining before fs2_open is ready to go. Open up the Launcher. (It should be in your main FreeSpace 2 folder). Select the EXE you'd like to use by clicking the "Browse..." button at the top of the Launcher. There are two types typically for any build release: <br />
* a debug build with the name containing 'd' or 'debug' right after the version number. For example, fs2_open_3_6_10'''d'''.exe.<br />
* a regular/release build with the name containing 'r' or nothing right after the version number. For example, fs2_open_3_6_10.exe or fs2_open_3_6_11'''r'''_sse2-20100131_r5862.exe.<br />
<br />
For normal play you will want to use a regular build but for any testing, development, or bug reporting you definitely want to use a 'd' build. For example, fs2_open_3_6_10d.exe vs fs2_open_3_6_10.exe.<br />
<br />
Next, ensure that the "Audio/Joystick" and "Network" tabs have the proper settings.<br />
<br />
=== Speech setup ===<br />
<br />
If you are using Windows XP, or have the Speech API installed, fs2_open will be able to read briefings, techroom descriptions, and even ingame messages to you using computer-generated voices. Although no match for real voice acting, it is convenient when valid plot points are mentioned in the middle of combat. Speech in the various locations can be turned on and off by checking and unchecking the check boxes; you can choose which of the installed voices to use in fs2_open by changing the drop-down menu. As of this writing, fs2_open will only use the voice you choose for everything. Text to Speech is typically only available in stable release builds. Recent Builds from a coder's test branch will usually not have it, nor will Nightly Builds.<br />
<br />
=== Video setup ===<br />
<br />
On the "Video" tab, you can choose choose various graphics options. Here, you can set the resolution as well as the colour depth. It is recommended to use a resolution greater or equal to 1024x768 at 32 bits of colour depth. The other options, especially the anisotropic filter and antialiasing sliders, should not be altered.<br />
<br />
=== Features setup ===<br />
<br />
This tab is where most of fs2_open's options can be toggled on and off. At the top is a readout of your current command line; you should include this in any debugging reports you make.<br />
<br />
The next box, with the buttons "Select mod" and "No mod" allow you to choose a mod directory to use; files in the mod directory will be given precedence over other files, so you can easily switch between mods by installing them to different directories.<br />
<br />
"Custom flags" allows you to add any command line flags that don't show up in the Launcher. This may be because they require additional arguments, as is the case with the "-fov" command line argument. For more information, see the [[Command-Line Reference]] page.<br />
<br />
Finally, the two boxes below this let you toggle the various new features in fs2_open, many of which are graphical improvements. Recommended options for midrange systems are "Enable specular", "Enable glowmaps", "Enable Environment Maps", and "Enable normal maps". (You may have to choose a different section in the drop-down box to get to some of these options). There are many, many more options, but these should get you started.<br />
<br />
[http://www.hard-light.net/wiki/index.php/Command-Line_Reference Command line Flags]<br />
<br />
== Step Six: Cutscenes ==<br />
<br />
Depending on how you installed the game, the cutscenes might not be in the proper location. If you bought your copy of FS2 from Good Old Games, the cutscenes (ten .mve files) are somewhere in \freespace2\data2\ or \freespace2\data3\ . You can get them working by moving them to \freespace2\data\movies\ . Create the directory if it does not exist. You can also download either the [http://www.freespacemods.net/download.php?view.124 original MVE cutscenes] or [http://freespacemods.net/download.php?view.128 OGG-encoded versions] from FreeSpaceMods.net. If you have the game CDs/DVD, you can copy the cutscenes from them to the FreeSpace2/data/movies/ folder. The OGG cutscenes are smaller but might not perform as well on older hardware that could run the MVEs without problem. Now you should have the full gamut of updated and retail content installed!<br />
<br />
Note: If you've found the AVI versions of the cutscenes, do not use them. Support for AVI has been removed in FSO versions 3.6.10 and higher.<br />
<br />
[[Category:Source Code Project]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=GTCv_Deimos&diff=38863GTCv Deimos2012-07-02T14:22:03Z<p>The Force: Spam</p>
<hr />
<div>{{FS12_Ships}}<br />
The '''GTCv ''Deimos''''' was a common ship in [[FreeSpace 2]], in the hands of both the [[Galactic Terran-Vasudan Alliance]] and the [[Neo-Terran Front]]. Faster and more maneuverable than destroyers, but with more firepower than cruisers, these ships, along with the [[GVCv Sobek|GVCv ''Sobek'']], filled a much-needed role in between these two classes. Their armor is made from collapsed-core molybdenum, which provides additional protection against beam fire, and giving them around 80% of the hull strength of the much larger Orion and Hecate destroyers. Their reactors are highly efficient Vasudan models, which give them the power output required to maintain their many beams and other turrets.<br />
<br />
On the retail FreeSpace 2 box, the ''Deimos'' is shown with several side-mounted multi-part turrets, which are not possible in the retail version. Side multiple-part turrets are possible in [[FreeSpace Open]], but the Deimos does not possess them for balance reasons.<br />
<br />
==Description:==<br />
{{shipimage|image=[[image:Gtcvdeimos-old.jpg]]|caption=The GTCv Deimos}}<br />
===FS2 Tech Room Description===<br />
Deimos-class corvettes, such as the GTCv Actium and the GTCv Lysander, are the newest addition to the Terran fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing maneuverability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their Vasudan-designed reactor core provides more energy per ton than any other allied ship class. As the Leviathan and Fenris cruisers of the Great War are gradually phased out, these corvettes will become the foundation of tomorrow's fleet.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
==Name origin==<br />
In Greek mythology, Deimos was the personification of terror. He is the son of [[GTF Ares|Ares]].<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Corvette|Unknown|N/A|30.0|N/A|N/A|80 000|N/A|717}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret]]<br />
| 6<br />
|- align="center"<br />
| [[Terran Huge Turret]]<br />
| 4<br />
|- align="center"<br />
| [[Standard Flak]]<br />
| 6<br />
|- align="center"<br />
| [[GTM Piranha|Piranha]]<br />
| 2<br />
|- align="center"<br />
| [[AAAf|Anti-Fighter Beam]]<br />
| 4<br />
|- align="center"<br />
| [[TerSlash|Terran Slashing Beam]]<br />
| 4<br />
|}<br />
<br />
==Modding Resources==<br />
{{shipimage|image=[[Image:Gtcvdeimos.jpg]]|caption=The GTCv Deimos in FS2_Open 3.6.10}}<br />
'''Retail''':<br />
:$POF File: corvette2T-01.pof<br />
:Textures: TCov1(A/B/C), TCov2(A/B), TCov3(A/B), TCov4(A/B), TCov5(A/B), TCov6(A/B), TCov7(A/B), TSoupdebris01b<br />
<br />
'''MediaVP 3.6.10''':<br />
:$POF File: corvette2T-01.pof<br />
:Textures: TCov1, TCov2, TCov3, TCov4, TCov5, TCov6, TCov7, Corvette2T-01, thrust, damage, nameplate<br />
<br><br />
[http://www.hard-light.net/forums/index.php?topic=28154.0 History]<br><br />
Proposed by: ??? on ???<br><br />
First WIP Post: ??? on ???<br><br />
First In-Game Model: ??? on ???<br><br />
Completed In-Game Model: StratComm on [http://www.hard-light.net/forums/index.php?topic=36722.0 11/15/2005]<br><br />
Final Corrections: ??? on ???<br><br />
<br />
<br />
==Gallery==<br />
<br />
<gallery><br />
Image:RScreen0046.png | A Hercules Mark II fighter providing fighter cover for a Deimos.<br />
Image:RScreen0049.png | Alongside her escorts, a Deimos patrols the outer orbit of a gas giant.<br />
Image:RScreen0026.jpg | The GTCv ''Parapet'' blockading the [[Capella]] jump node in the [[Epsilon Pegasi]] system. The [[GTVA Colossus|''Colossus'']] stands guard in the distance. ([[Into the Maelstrom]])<br />
Image:RScreen0024.jpg | Behind the fog of the [[Nebula System|Shivan nebula]], the GTCv ''Warspite'' holds an important position. ([[Battle of the Wilderness]]).<br />
Image:RScreen0027.jpg | Fighting [[Shivans]] in the [[Homesick]] campaign.<br />
Image:RScreen0029.jpg | An insurgent Deimos battling allied warships in [[The Procyon Insurgency]].<br />
Image:RScreen0090.png | A Deimos moves on a [[Nightmare]] battle fleet.<br />
<br />
</gallery><br />
<br />
<br />
==Veteran Comments==<br />
{{Comment|''This is probably the best corvette in the game. It may not be small, or have a fighterbay, but it's got the firepower while still balancing anti-fighter capabilities. These ships make a fine addition to the GTVA fleet.''<br />
<br />
<br />
''Realistically, while the Deimos is nice, its four heavy beams are the inaccurate slashing type which makes the statement that it's as powerful as a destroyer kinda... debatable. It's probably accurate to say though, that its anti-ship capabilities are better than the other corvettes. Its anti-figher defenses are formidable if approached without caution, but entirely useless if one approaches from the correct angle (from the front or above).''<br />
<br />
<br />
''Think of the Deimos as a bigger, meaner version of the [[Aeolus]]. Your best approach is from dead ahead, even though that risks getting hit by an errant slash shot and being instantly vaporized. Side approaches must deal with an AAA beam, flak gun, bomblets from the side-mounted Piranha launcher, two Terran Light Turrets, and possibly some number of Terran Heavy Turrets. A stern approach borders on suicide, with two AAA beams, two flak guns, and bomblets from'' '''both''' ''[[GTM Piranha|Piranha]] launchers.''<br />
<br />
<br />
''Although the Deimos lacks the raw firepower of [[GTD Orion|Orions]] or [[GTD Hecate|Hecates]], it is far more balanced in weaponry. The [[GTD Orion|Orion]], for instance, is vulnerable to bombers, and a [[GTD Hecate|Hecate]] to enemy warships, whereas a Deimos can challenge both large and small targets.''<br />
<br />
<br />
''Probably the most dangerous capital ship to attack in a fighter or a bomber, and its 4 smaller anti-warship beams compared to the Sobek's 2 larger [[VSlash]] beams means Deimos can take more damage than the Vasudan corvette while remaining effective.''<br />
<br />
<br />
''The best method of attacking this vessel is from the top, where it is guarded by only a few blob turrets; any other angle leaves you at the mercy of a storm of flak or staring down the business end of two possibly firing TerSlashes. Depending on the angle at which it engages, the Deimos can take down any ship its own weight or below, but is terribly vulnerable to a destroyer broadside.}}<br />
<br />
[[Category:Ship]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Tables&diff=38815Tables2012-06-24T16:00:21Z<p>The Force: Duplicate table</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 />
! colspan="2" style="color: white; height: 30px; background: #512020; 70%;"|'''* Notes [[Modular Tables]]'''<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"| [[Game_settings.tbl]]*<br />
| '''/mod_table/'''mod_table.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 />
*[[Menu.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>The Forcehttps://wiki.hard-light.net/index.php?title=Mod.tbl&diff=38814Mod.tbl2012-06-24T15:59:23Z<p>The Force: The is already a page for this table see Game settings.tbl</p>
<hr />
<div>{{delete}}</div>The Forcehttps://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=38799Weapons.tbl2012-06-22T19:46:05Z<p>The Force: </p>
<hr />
<div>{{TableVersion|8414}}<br />
<br />
This table defines all of the weapon classes used in FSO.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm<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 />
*Can be used to specify whether a weapon is a primary or secondary weapon.<br />
*Syntax: '''''"String"''''', either Primary or 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 />
<br />
'''Example'''<br />
<br />
<pre><br />
XSTR(<br />
"''The Subach-Innes HL-7...''", 3245)<br />
$end_multi_text<br />
</pre><br />
<br />
<br />
===$Tech Model:===<br />
{{Table3610|<br />
*Defines model used in wing loadout screen and in Tech Room for the weapon.<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
====+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 in [[armor.tbl]] )}}<br />
<br />
<br />
===$Arm time:===<br />
{{Table3610|<br />
*Defines the time after the launch that is required before the weapon comes hot<br />
*If the time has not been reached when the weapon detonates the Dinky explosion is used<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Arm distance:===<br />
{{Table3610|<br />
*Defines the distance from the firing ships that is required before the weapon comes hot<br />
*If the distance has not been reached when the weapon detonates the Dinky explosion is used<br />
*Syntax: '''''Float''''', meters}}<br />
{{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.<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Outer Radius:===<br />
*Maximum radius at which any damage is done<br />
*Also defines the size of the shockwave (if shockwave speed is > 0)<br />
*Syntax: '''''Float''''', meters<br />
<br />
===$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 />
===$FlyBySnd:===<br />
*The sound this weapon makes if it narrowly misses you. -1 is no sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]], usually -1<br />
<br />
<br />
===$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 />
*''WARNING: Putting +Old Style doesn't seem to work either.<br />
To have a working electronics weapon just put the electronics flag in the weapon and make sure it has a big shockwave radius and a shockwave speed of 0.''<br />
}}<br />
<br />
===$Spawn Angle:===<br />
{{Table3610|<br />
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missiles centerline. The maximum possible angle between any two child weapons would be ''Value*2''.<br />
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).<br />
*Syntax: '''''Float''''', degrees}}<br />
<br />
<br />
===$Local SSM:===<br />
{{Table3610|<br />
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.<br />
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#"local ssm"|local ssm]]''''' flag.<br />
*'''+Warpout Delay:'''<br />
**Defines the time between the missile launch and the subspace jump.<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Warpin Delay:'''<br />
**Defines the time missile stays in subspace before exiting.<br />
**Syntax: '''''Integer''''', milliseconds<br />
*'''+Stage 5 Velocity:'''<br />
**Defines the velocity of the missile after the subspace jump.<br />
**Syntax: '''''Float''''', meters per second<br />
*'''+Warpin Radius:'''<br />
**Defines how far from the SSM will appear from the outer radius of the target.<br />
**Syntax: '''''Float''''', meters<br />
*'''+Lock Range:'''<br />
**Defines the maximum range where SSM can achieve target lock<br />
**Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Countermeasure:===<br />
{{Table3610|<br />
*Defines the countermeasure effectiveness and radius<br />
*'''+Heat Effectiveness:'''<br />
**Defines the countermeasures effectiveness against heat seeking missiles<br />
**Syntax: '''''Float''''', cm effectiveness<br />
***Default: 1<br />
*'''+Aspect Effectiveness:'''<br />
**Defines the countermeasures effectiveness against aspect seeking missiles<br />
**Syntax: '''''Float''''', cm effectiveness<br />
***Default: 1<br />
*'''+Effective Radius:'''<br />
**Defines the countermeasures effective radius<br />
**Syntax: '''''Float''''', meters<br />
***Default: 300}}<br />
<br />
<br />
===$BeamInfo:===<br />
*'''+Type:'''<br />
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a 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 />
*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 />
==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>The Forcehttps://wiki.hard-light.net/index.php?title=Shadows_of_Lylat&diff=38761Shadows of Lylat2012-06-19T11:01:08Z<p>The Force: </p>
<hr />
<div>{{SoL}}<br />
<br />
<br />
{| border=0 align=right cellpadding=4 cellspacing=1 width=30% style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Mod Info'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Shadows of Lylat Walkthrough]]<br />
<br />
Latest Version: Unreleased<br />
|}<br />
<br />
<br />
'''[[Shadows of Lylat]]''' was a standalone mod for FreeSpace 2 Open based on the Star Fox games, with many new features such as rail missions and planet-side missions. It has since been cancelled. <br />
<br />
<br />
==General==<br />
<b>Status:</b> Canceled<br />
<br />
<b>Release Date:</b> N/A<br />
<br />
<b>Mods Required:</b> N/A<br />
<br />
<b>Staff:</b><br />
<br />
* DaBrain - Project Manager<br />
* Axem - Lead Mission Designer/Artist<br />
* Wanderer - Lead Coder/Scripter<br />
* AqueousShadow - Music Composer<br />
* DZComposer - Music Composer<br />
* Flamewave - Music Composer<br />
* Swifty - Coder<br />
* Turey - Coder<br />
* D-Mac - Voice Acting Manager<br />
* Dashster Fox - Concept Artist<br />
* Frogstar - Concept Artist<br />
* Psygonis - Concept Artist<br />
* StarSlayer - Concept Artist<br />
* XG Fox - Concept Artist<br />
* Atalhlla - Artist<br />
* darkfox - Artist<br />
* Jonathan_S47 - Artist<br />
* supernova - Artist<br />
* TLSO - Artist<br />
* Turambar - Artist<br />
* VinsanityV20 - Artist<br />
* Water - Artist<br />
* stfx - Motion Graphics/Website<br />
* Brockenstein - Website<br />
* TLSO - Website<br />
<br />
<br />
==Campaign Description==<br />
''Shadows of Lylat'' takes place during the span between Star Fox 64 and Star Fox Adventures. Not much has been revealed about the storyline of the game.<br />
<br />
<br />
==Features==<br />
<br />
<br />
==Player Comments==<br />
<br />
<br />
==Related Links==<br />
<br />
* [http://www.4colorrebellion.com/archives/2007/01/10/dylan-cuthbert-on-shadows-of-lylat/ 4 color rebellion] The statement by Dylan Cuthbert<br />
* [http://www.shadowsoflylat.net/index.php Shadows of Lylat Homepage]<br />
*[http://game-warden.com/forum/showthread.php?t=15270 What's up, What's down, and What's stationary] End of Shadows of Lylat thread</div>The Forcehttps://wiki.hard-light.net/index.php?title=User:Hired&diff=38760User:Hired2012-06-19T08:45:19Z<p>The Force: Created page with "Massive Spamer please ban"</p>
<hr />
<div>Massive Spamer please ban</div>The Forcehttps://wiki.hard-light.net/index.php?title=Escort_Missions&diff=38759Escort Missions2012-06-19T08:44:39Z<p>The Force: Undo revision 38728 by Hired (Talk)</p>
<hr />
<div>A mission in which the player must defend at least one friendly target until it completes a specified goal is called an '''escort mission'''. Defending a ship until it reaches a [[jump node]] is a prototypical example of an escort mission.<br />
<br />
Here are some hints for making escort missions:<br />
*'''List the ships you need to protect in the escort list.''' <br> Set the priority level in accordance with the importance of the ship. The more critical a ship is the higher Priority value it gets. Priority values range between 1 and 100. The set-priority SEXP allows you to manipulate Priority values in-mission. Use this if the situation demands it. Setting Priority to 0 will remove a ship from the [[escort list]].<br />
<br />
*'''Use the Near Ship feature for arrival conditions.''' <br> It makes the position of all attacking waves unpredictable. Without Near Ship, a player is able to observe the exact position where enemy ships come, making the mission a lot easier than expected. Wisely-planned arrival cues also ensure that hostile spacecraft or warships don't jump in too close to/far from the ships they're supposed to destroy. While 2,500 meters may be a good range for hostile bombers, 4,000+ would slow down the action and <1000 would make the mission hard to beat since the bombers would be launching warheads upon jumping in and the time to intercept them would be very limited.<br />
<br />
*'''Use the good-secondary-time SEXP.''' <br> Thanks to it, you can artificially choose what kind of warhead the AI should use and when. Use it to order the ships to use their Trebuchets when they are out of the range of heavy bombs. As soon as they get close, using Cyclops warheads is better.<br />
<br />
*'''Pay special attention to mission balance.''' <br> Make the mission bearable and beatable. A too easy escort mission is a target practice at best, and boring at worst. Some players might find an overly hard challenging, while others would despise it.<br />
<br />
*'''Hostile bomber escorts need to be powerful.''' <br> Otherwise, your wingmen will take them down without a problem. Force the player to attack the fighter escorts otherwise he will lose many of his wingmen, which, in the long run, will cause trouble.<br />
<br />
*'''Setting reinforcements.'''<br> If you think your mission might become too difficult, it is a good idea to make reinforcements available. Reinforcements must not break balance and, if necessary, they could be available only if the skill level is equal to, greater than or lower to a certain level.<br />
<br />
*'''Bombers and their escorts must be together for best effect.''' <br> The Near Ship trick has one serious setback compared to just using the Hyperspace arrival location: bombers and their fighter escorts do not arrive at the same time from the same position. This way, only the first wave of bombers and fighters will arrive simultaneously. To remedy this, using multiple one-wave wings should be considered. You can control each wing's arrival conditions in a way that will make the bombers and their escorts arrive at the same time. To ensure they arrive from the same position, use the "Near Ship - <Bomber 1>" formula for the fighter escort wing. Obviously, the escort wing must arrive at the same time or shortly after the bombers in order for the Near Ship condition to work. An arrival delay of 0 seconds isn't that believable, so setting it to 1-2 seconds is usually the best option.<br />
<br />
[[Category:FRED Tips]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=Script_-_Escort_Reticle&diff=38758Script - Escort Reticle2012-06-19T08:44:20Z<p>The Force: Undo revision 38729 by Hired (Talk)</p>
<hr />
<div>Creates an additional reticle around all ships in the escort list. This script needs a nightly build revision 5834 or later to work.<br />
==Table Entry==<br />
<pre>#Conditional Hooks<br />
<br />
$Application: FS2_Open<br />
<br />
$On Game Init:<br />
[<br />
drawReticle = function(ship)<br />
if ship.Team.Name == "Hostile" then gr.setColor(255,50,50,255)<br />
elseif ship.Team.Name == "Friendly" then gr.setColor(0,255,0,255)<br />
elseif ship.Team.Name == "Unknown" then gr.setColor(255,255,0,255)<br />
end<br />
local x <br />
local y<br />
local x1<br />
local y1 <br />
x,y,x1,y1 = gr.drawTargetingBrackets(ship, true)<br />
if x ~= nil and y1 ~= nil then gr.drawString(ship.Name, x, y1 + 4) end<br />
end<br />
]<br />
<br />
$On HUD Draw:<br />
[<br />
<br />
if missiontime == nil then<br />
missiontime = mn.getMissionTime()<br />
oldmissiontime = missiontime<br />
end<br />
<br />
if missiontime ~= nil then<br />
if hu.HUDDrawn then<br />
missiontime = mn.getMissionTime()<br />
if oldmissiontime ~= missiontime then<br />
if mn.EscortShips ~= nil then<br />
NumberEscorted = #mn.EscortShips<br />
for i= 1,NumberEscorted do<br />
escortedship = mn.EscortShips[i]<br />
if escortedship.Position:getScreenCoords() ~= false then<br />
drawReticle(escortedship)<br />
end<br />
end<br />
end<br />
end<br />
end<br />
oldmissiontime = missiontime<br />
end<br />
<br />
]<br />
<br />
#End</pre><br />
<br />
<br />
[[Category:Scripting Examples|Escort Reticle]]<br />
<br />
<br />
==Alternative Table Entry==<br />
<pre>#Conditional Hooks<br />
<br />
$Application: FS2_Open<br />
<br />
$On Game Init:<br />
[<br />
drawReticle = function(ship)<br />
if ship.Team.Name == "Hostile" then gr.setColor(255,50,50,255)<br />
elseif ship.Team.Name == "Friendly" then gr.setColor(0,255,0,255)<br />
elseif ship.Team.Name == "Unknown" then gr.setColor(255,255,0,255)<br />
end<br />
local x<br />
local y<br />
local x1<br />
local y1<br />
plr = hv.Player<br />
if plr:isValid() then<br />
distance = ship.Position:getDistance(plr.Position)<br />
-- collision_pos = ship:checkRayCollision(plr.Position, ship.Position, false)<br />
-- distance = collision_pos:getDistance(plr.Position)<br />
end<br />
hippo_pct = math.floor((ship.HitpointsLeft / ship.Class.HitpointsMax) * 100)<br />
x,y,x1,y1 = gr.drawTargetingBrackets(ship, true)<br />
if x ~= nil and y1 ~= nil then<br />
gr.drawString(ship.Name, x+3, y+2)<br />
gr.drawString(ship.Class.Name, x+3, y+11)<br />
gr.drawString(hippo_pct, x+3, y+20)<br />
gr.drawString(distance, x+3, y+29)<br />
end<br />
end<br />
]<br />
<br />
$On HUD Draw:<br />
[<br />
<br />
if missiontime == nil then<br />
missiontime = mn.getMissionTime()<br />
oldmissiontime = missiontime<br />
end<br />
<br />
if missiontime ~= nil then<br />
if hu.HUDDrawn then<br />
missiontime = mn.getMissionTime()<br />
if oldmissiontime ~= missiontime then<br />
if mn.EscortShips ~= nil then<br />
NumberEscorted = #mn.EscortShips<br />
for i= 1,NumberEscorted do<br />
escortedship = mn.EscortShips[i]<br />
if escortedship.Position:getScreenCoords() ~= false then<br />
drawReticle(escortedship)<br />
end<br />
end<br />
end<br />
end<br />
end<br />
oldmissiontime = missiontime<br />
end<br />
<br />
]<br />
<br />
#End</pre></div>The Forcehttps://wiki.hard-light.net/index.php?title=EA_Escort_Aurora&diff=38757EA Escort Aurora2012-06-19T08:44:05Z<p>The Force: Undo revision 38730 by Hired (Talk)</p>
<hr />
<div>{{TBP}}<br />
{{TBP_Ships|name=EA Aurora}}<br />
{{TBP_Shipimage|image=[[Image:TBP Escort Aurora 320 240.jpg]]|caption= EA Escort Aurora fighter}}<br />
<br />
==Description==<br />
===Tech Room Description===<br />
The only differences between these specially equipped Starfury fighters and the regular model are the gleaming paint scheme and the absolute precision and care that is used when assembling this finest class of the StarFury fighter. Protecting the President can be a dangerous job, so the effort is not in vain.<br />
<br />
===Veteran Comments===<br />
{{Comment|Yet another Aurora reskin. Performs like the standard in all notable respects.}}<br />
<br />
==Performance==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Heavy Fighter<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Mitchell-Hyundyne<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Very Good<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 90 - 110 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 130.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Light<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 440<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 8 m<br />
|}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| 40mm Pulse<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| 40mm Pulse, 42mm Plasma, 43mm Pulse, Disruptor<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| EA Venom 1<br />
|- align="center"<br />
| 2nd<br />
| 4<br />
| EA Venom 1<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| EA Venom 1, EA Venom 2<br />
|}</div>The Forcehttps://wiki.hard-light.net/index.php?title=Escort_list&diff=38756Escort list2012-06-19T08:43:49Z<p>The Force: Undo revision 38731 by Hired (Talk)</p>
<hr />
<div>The '''escort list''' is used to highlight important ships in mission. The escort list window is located on the right side of the HUD. It displays the given ship's name and its hull integrity.<br />
<br />
==Manipulating the escort list==<br />
===Adding a ship===<br />
Adding a ship to the escort list is possible by giving the ship an "Escort Ship priority" value. This value can be changed in two ways.<br />
*In FRED, assign the ship(s) that you want to add, go to the Ship Editor (SHIFT-S), then Misc, and tick "Escort Ship." Give it a value.<br />
*Using the [[add-remove-escort]] SEXP.<br />
<br />
The more important the ship for the player, the higher its priority number must be. If the number of ships that have an Escort Ship priority exceeds the maximum that the engine can display on the HUD (3 for retail and older SCP builds; 5 for newer FreeSpace Open builds), only the ships with the 3 or 5 highest priority will be displayed on the HUD.<br />
<br />
While in mission, the player can add any ship on his escort list by selecting a ship and pressing ALT-E. Ships that are added by the player using ALT-E take precedence over the ones that are added by the mission.<br />
<br />
===Removing a ship===<br />
In FRED, it is possible to untick the Escort Ship option in Ship Edit --> Misc or use the add-remove-escort SEXP and set the ship's priority value to 0. Add-remove-escort is used to remove ships from the escort list that lose their importance during the course of the mission.For instance, there are four transports the player must escort in the first stage of the mission, but in the second one, a Leviathan comes in that is under attack by another cruiser.<br />
<br />
Targeting a ship and pressing ALT-E is the method used in game.<br />
<br />
===Sort by hull integrity===<br />
It is possible to sort ships by hull integrity using [[damaged-escort-priority]]. Only ships that have an Escort Ship priority are affected by this SEXP.<br />
<br />
==Notes==<br />
*If the ship's Escort Ship priority is set to 0 in the Ship Editor, it will be displayed on the escort list, but it will be of low priority. If the ship's value is set to 0 using the add-remove-escort SEXP, it iwll no longer be on the escort list.<br />
*If a ship is disabled, its name will be preceded by a ''D'' in the escort list.<br />
*If a ship is hit, it will flash a few times. If a ship keeps flashing, it is under constant attack.<br />
*The "E" hotkey is used to cycle through ships that are on your escort list.<br />
*Interestingly, in retail FreeSpace and older SCP builds, only ships that are on the escort list are attacked by active asteroid fields.<br />
<br />
[[Category:FRED]]</div>The Forcehttps://wiki.hard-light.net/index.php?title=FreeSpace_1_Vasudan_Ship_Database&diff=38755FreeSpace 1 Vasudan Ship Database2012-06-19T08:43:34Z<p>The Force: Undo revision 38732 by Hired (Talk)</p>
<hr />
<div>==Parliamentary Vasudan Navy==<br />
<br />
====Freighter 1====<br />
*[[PVFr Bast|''Bast'']]-class freighter<br />
*Transiting Vasudan supply depot in Antares in [[Small Deadly Space]]<br />
*Carrying Cargo 1<br />
*Attacked by Alpha and Beta wings<br />
*Attempted to escape<br />
*If it survives, appears in [[Avenging Angels]]<br />
<br />
====Freighter 2====<br />
*[[PVFr Ma'at|''Ma'at'']]-class freighter<br />
*Transiting Vasudan supply depot in Antares in [[Small Deadly Space]]<br />
*Carrying Cargo 2<br />
*Attacked by Alpha and Beta wings<br />
*Attempted to escape<br />
*If it survives, appears in [[Avenging Angels]]<br />
<br />
====PVFr ''Andromeda''====<br />
*Arrives about 10,000 meters from [[FreeSpace 1 Terran Ship Database#GTI Beta Cyngi Installation|Beta Cygni Installation]] in [[The Hammer and the Anvil]]<br />
*Requests help from Alpha and Beta wings, claiming that its convoy came under attack from the [[HoL]]<br />
*Destroyed by HoL fighters, if saved goes to installation<br />
<br />
====PVD ''Hope''====<br />
*Engaged in battle in [[Antares]] before [[Last Hope]]<br />
*Jumped to [[Beta Aquilae]] to repair damage<br />
*Attacked by Shivans<br />
*Succesfully defended by Alpha and Beta wings<br />
<br />
====PVC ''Mecross''====<br />
*Defends [[Vasuda Prime]]-[[Aldebaran]]-[[Sirius]] jump node cluster in [[Exodus]]<br />
*If it survives, destroys SC ''Thunder'' in [[Last Hope]] and departs<br />
<br />
====PVD ''Pinnacle''====<br />
*Has "one of the most skilled crews in the [[PVE]]"<br />
*Escorted Tombaugh Station survivors in [[The Aftermath]]<br />
<br />
====PVT ''Rasputin''====<br />
*Carrying Vasudan command staff in [[Avenging Angels]]<br />
*Attempts to dock with [[FreeSpace 1 Terran Ship Database#GTT Omega|GTT Omega]] to transfer [[GTW Avenger|Avenger]] prototype<br />
*Destroyed by or escaped from Alpha and Beta wings, or disabled and captured by [[GTI]]<br />
<br />
====PVC ''Taurus''====<br />
*Last Vasudan cruiser left in the [[Antares]] system before [[Out of the Dark, Into the Night]]<br />
*Attempted to attack the [[FreeSpace 1 Terran Ship Database#GTSC Plato|GTSC ''Plato'']]<br />
*Destroyed by one of the first [[Shivan]] attacks<br />
<br />
<br />
==Hammer of Light==<br />
<br />
====PVD ''Anvil''====<br />
*An HoL flagship<br />
*Attacks Omega wing in [[Black Omega]] as Omega carries Altair artifacts<br />
*Destroyed by fighters from the [[GTD Bastion|GTD ''Bastion'']]<br />
<br />
====PVC ''Benedict''====<br />
*Arrived during the attack on the SC ''Zenith'' in [[Reaching the Zenith]]<br />
*Destroyed by Alpha, Beta, and Gamma wings<br />
<br />
====PVC ''Malthusa''====<br />
*Defended HoL cargo depot in [[Beta Aquilae]]<br />
*Destroyed by Shivans 40 seconds before mission in [[La Ruota della Fortuna]]<br />
<br />
====PVC ''Mauler''====<br />
*Attempts to kamikaze [[GTD Galatea|GTD ''Galatea'']] in [[Tenderizer]]<br />
*Destroyed by Alpha and Beta wings<br />
<br />
====PVD ''Prophecy''====<br />
*Attempts to block [[Alpha 1]]'s path to the node in [[The Great Hunt]]<br />
*Set as team Neutral<br />
<br />
====PVC ''Ramses''====<br />
*Defends HoL cargo depot in [[Beta Cygni]] during [[The Darkness and the Light]]<br />
*[[Alpha 1]] assigned to disable and disarm the ''Ramses'' for Omega transports to capture<br />
*Attacked by [[SC Taranis|SC ''Taranis'']] and fighter/bomber escort<br />
*Destroyed by Shivans<br />
<br />
[[Category:Ship]]</div>The Force