https://wiki.hard-light.net/api.php?action=feedcontributions&user=Zacam&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T07:08:55ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=GTA_Charybdis&diff=37790GTA Charybdis2012-02-05T01:44:10Z<p>Zacam: /* Modding Resources */ -- *sighs* Missed a number on the Retail maps listing.</p>
<hr />
<div>{{FS12_Ships}}<br />
The '''GTA ''Charybdis''''' is a [[Terrans|Terran]] [[Advanced Warning And Control System]] ship that entered service during the [[Second Shivan Incursion]]. The ''Charybdis'' made its first canon appearance in [[Battle of the Wilderness]], although [[Special Operations Command]] had used it in [[Love the Treason...|the capture of a high-value NTF transport]] a few missions prior.<br />
<br />
Like its [[Vasudans|Vasudan]] counterpart, the [[GVA Setekh|GVA ''Setekh'']], the ''Charybdis''' primary purpose is to negate the sensor-reducing effects that the [[Nebula System|nebula]] has on other ships in the [[Galactic Terran-Vasudan Alliance|GTVA]] fleet. This is achieved by [[Galactic Terran-Vasudan Intelligence|GTVI]]-designed tachyon-enabled sensor equipment, which effectively double the sensor range of every friendly ship in the vicinity. Its secondary functions include jamming enemy communications and detecting enemy [[stealth]] ships. The latter function allows other friendly ships to target enemy stealth ships as they would normal enemy ships within a certain range.<br />
<br />
Despite the fact that it is meant to assist nearby friendly units in battle, the ''Charybdis'' is ill-suited for combat. In addition, its sensor subsystems are vulnerable to attack and, when destroyed, will render the ship useless.<br />
<br />
==Description:==<br />
{{shipimage|image=[[Image:Gtacharybdis-old.jpg]]|caption=The GTA Charybdis}}<br />
===FS2 Tech Room Description===<br />
Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTVI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group's standard detection arrays. Charybdis ships' thin armor and weak defenses make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Panopticon from the 3rd Battle Group.<br />
<br />
===FS2 [[MetaStream]] Model Description===<br />
Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group’s standard detection arrays. Charybdis ships are found at the center of a battle group, as their thin armor, weak offensive capability, and poor maneuverability make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Without the aid of AWACS, battle groups would be flying blind within the EM disturbances of the nebula. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Wachovia from the 3rd Battle Group.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name Origin===<br />
Charybdis (Χάρυβδις) is a figure in ancient Greek mythology, the daughter of Poseidon and Gaia. She is turned into a sea monster by Zeus for her exploits in enlarging her father's kingdom by submerging large amounts of land under the sea. As a sea monster, she created whirlpools, which made life difficult for sailors in the legends.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|AWACS|Unknown|N/A|20.0|N/A|N/A|10 000|N/A|181}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#300505;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret Weak]]<br />
| 4<br />
|- align="center"<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
| 1<br />
|}<br />
<br />
==Modding Resources==<br />
{{shipimage|image=[[Image:GTA-Charybdis.png]]|caption=The GTA Charybdis for 3.7.0 (Larger Version: [http://hard-light.net/wiki/index.php/File:GTA-Charybdis-Large.png])}}<br />
'''Retail''':<br />
:$POF File: awacs2t-01.pof<br />
:Textures: AWAC(A/B/C), AWACtile(1,2,3,4,5)<br />
:Total Texture File Count: 33<br>(Combined count of all Diffuse, Shine, Glow and Normals)<br />
<br><br />
Old MediaVPs Image: Gtacharybdis.jpg [http://hard-light.net/wiki/index.php/File:Gtacharybdis.jpg]<br />
<br />
<br><br />
'''MediaVP's 3.7.0''':<br />
:$POF File: Charybdis.pof<br />
:Textures: Charybdis, Charybdis-Debris, AWAC-Trans<br />
:Total Texture File Count: 9<br> (Optional: Plus 45 Animated Diffuse + 45 Animated Glow)<br />
<br />
<br><br />
'''History'''<br />
:Modeled by: Axem<br />
:Converted by: Sab0o<br />
:UV/Textures: Sab0o (Main), MjnMixael (AWACs)<br />
:Sub-model Animations: Sab0o, Vasudan Admiral, Zacam<br />
:Final Checks: Zacam on Feb 03, 2012<br />
<br />
==Veteran Comments==<br />
{{Comment|<br />
''The GTVA made a logical error in these AWACs craft I think. Although the AWACs ships do increase sensor range in several missions, they are high-value targets, with extremely limited defenses, functioning on the front lines.''<br />
<br />
<br />
Much like the [[GTSC Faustus|GTSC ''Faustus'']], the Charybdis is also used for plotline reasons. A storywriter can feel free to use it in missions which require long-range reconnaissance. FREDders beware: destroying its Sensors subsystem does not disable its AWACS ability automatically. Anyone who makes a mission with a Charybdis should be aware of this, especially considering how easily it is destroyed.}}<br />
[[Category:Ship]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=GTA_Charybdis&diff=37789GTA Charybdis2012-02-05T01:42:30Z<p>Zacam: /* Modding Resources */ -- Slight update to image links</p>
<hr />
<div>{{FS12_Ships}}<br />
The '''GTA ''Charybdis''''' is a [[Terrans|Terran]] [[Advanced Warning And Control System]] ship that entered service during the [[Second Shivan Incursion]]. The ''Charybdis'' made its first canon appearance in [[Battle of the Wilderness]], although [[Special Operations Command]] had used it in [[Love the Treason...|the capture of a high-value NTF transport]] a few missions prior.<br />
<br />
Like its [[Vasudans|Vasudan]] counterpart, the [[GVA Setekh|GVA ''Setekh'']], the ''Charybdis''' primary purpose is to negate the sensor-reducing effects that the [[Nebula System|nebula]] has on other ships in the [[Galactic Terran-Vasudan Alliance|GTVA]] fleet. This is achieved by [[Galactic Terran-Vasudan Intelligence|GTVI]]-designed tachyon-enabled sensor equipment, which effectively double the sensor range of every friendly ship in the vicinity. Its secondary functions include jamming enemy communications and detecting enemy [[stealth]] ships. The latter function allows other friendly ships to target enemy stealth ships as they would normal enemy ships within a certain range.<br />
<br />
Despite the fact that it is meant to assist nearby friendly units in battle, the ''Charybdis'' is ill-suited for combat. In addition, its sensor subsystems are vulnerable to attack and, when destroyed, will render the ship useless.<br />
<br />
==Description:==<br />
{{shipimage|image=[[Image:Gtacharybdis-old.jpg]]|caption=The GTA Charybdis}}<br />
===FS2 Tech Room Description===<br />
Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTVI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group's standard detection arrays. Charybdis ships' thin armor and weak defenses make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Panopticon from the 3rd Battle Group.<br />
<br />
===FS2 [[MetaStream]] Model Description===<br />
Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group’s standard detection arrays. Charybdis ships are found at the center of a battle group, as their thin armor, weak offensive capability, and poor maneuverability make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Without the aid of AWACS, battle groups would be flying blind within the EM disturbances of the nebula. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Wachovia from the 3rd Battle Group.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name Origin===<br />
Charybdis (Χάρυβδις) is a figure in ancient Greek mythology, the daughter of Poseidon and Gaia. She is turned into a sea monster by Zeus for her exploits in enlarging her father's kingdom by submerging large amounts of land under the sea. As a sea monster, she created whirlpools, which made life difficult for sailors in the legends.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|AWACS|Unknown|N/A|20.0|N/A|N/A|10 000|N/A|181}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#300505;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret Weak]]<br />
| 4<br />
|- align="center"<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
| 1<br />
|}<br />
<br />
==Modding Resources==<br />
{{shipimage|image=[[Image:GTA-Charybdis.png]]|caption=The GTA Charybdis for 3.7.0 (Larger Version: [http://hard-light.net/wiki/index.php/File:GTA-Charybdis-Large.png])}}<br />
'''Retail''':<br />
:$POF File: awacs2t-01.pof<br />
:Textures: AWAC(A/B/C), AWACtile(1,2,3,4)<br />
:Total Texture File Count: 33<br>(Combined count of all Diffuse, Shine, Glow and Normals)<br />
<br><br />
Old MediaVPs Image: Gtacharybdis.jpg [http://hard-light.net/wiki/index.php/File:Gtacharybdis.jpg]<br />
<br />
<br><br />
'''MediaVP's 3.7.0''':<br />
:$POF File: Charybdis.pof<br />
:Textures: Charybdis, Charybdis-Debris, AWAC-Trans<br />
:Total Texture File Count: 9<br> (Optional: Plus 45 Animated Diffuse + 45 Animated Glow)<br />
<br />
<br><br />
'''History'''<br />
:Modeled by: Axem<br />
:Converted by: Sab0o<br />
:UV/Textures: Sab0o (Main), MjnMixael (AWACs)<br />
:Sub-model Animations: Sab0o, Vasudan Admiral, Zacam<br />
:Final Checks: Zacam on Feb 03, 2012<br />
<br />
==Veteran Comments==<br />
{{Comment|<br />
''The GTVA made a logical error in these AWACs craft I think. Although the AWACs ships do increase sensor range in several missions, they are high-value targets, with extremely limited defenses, functioning on the front lines.''<br />
<br />
<br />
Much like the [[GTSC Faustus|GTSC ''Faustus'']], the Charybdis is also used for plotline reasons. A storywriter can feel free to use it in missions which require long-range reconnaissance. FREDders beware: destroying its Sensors subsystem does not disable its AWACS ability automatically. Anyone who makes a mission with a Charybdis should be aware of this, especially considering how easily it is destroyed.}}<br />
[[Category:Ship]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=GTA_Charybdis&diff=37787GTA Charybdis2012-02-05T01:30:52Z<p>Zacam: /* Modding Resources */ -- Updated entry on the upcoming MediaVPs Model</p>
<hr />
<div>{{FS12_Ships}}<br />
The '''GTA ''Charybdis''''' is a [[Terrans|Terran]] [[Advanced Warning And Control System]] ship that entered service during the [[Second Shivan Incursion]]. The ''Charybdis'' made its first canon appearance in [[Battle of the Wilderness]], although [[Special Operations Command]] had used it in [[Love the Treason...|the capture of a high-value NTF transport]] a few missions prior.<br />
<br />
Like its [[Vasudans|Vasudan]] counterpart, the [[GVA Setekh|GVA ''Setekh'']], the ''Charybdis''' primary purpose is to negate the sensor-reducing effects that the [[Nebula System|nebula]] has on other ships in the [[Galactic Terran-Vasudan Alliance|GTVA]] fleet. This is achieved by [[Galactic Terran-Vasudan Intelligence|GTVI]]-designed tachyon-enabled sensor equipment, which effectively double the sensor range of every friendly ship in the vicinity. Its secondary functions include jamming enemy communications and detecting enemy [[stealth]] ships. The latter function allows other friendly ships to target enemy stealth ships as they would normal enemy ships within a certain range.<br />
<br />
Despite the fact that it is meant to assist nearby friendly units in battle, the ''Charybdis'' is ill-suited for combat. In addition, its sensor subsystems are vulnerable to attack and, when destroyed, will render the ship useless.<br />
<br />
==Description:==<br />
{{shipimage|image=[[Image:Gtacharybdis-old.jpg]]|caption=The GTA Charybdis}}<br />
===FS2 Tech Room Description===<br />
Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTVI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group's standard detection arrays. Charybdis ships' thin armor and weak defenses make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Panopticon from the 3rd Battle Group.<br />
<br />
===FS2 [[MetaStream]] Model Description===<br />
Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group’s standard detection arrays. Charybdis ships are found at the center of a battle group, as their thin armor, weak offensive capability, and poor maneuverability make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Without the aid of AWACS, battle groups would be flying blind within the EM disturbances of the nebula. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Wachovia from the 3rd Battle Group.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name Origin===<br />
Charybdis (Χάρυβδις) is a figure in ancient Greek mythology, the daughter of Poseidon and Gaia. She is turned into a sea monster by Zeus for her exploits in enlarging her father's kingdom by submerging large amounts of land under the sea. As a sea monster, she created whirlpools, which made life difficult for sailors in the legends.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|AWACS|Unknown|N/A|20.0|N/A|N/A|10 000|N/A|181}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#300505;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Terran Turret Weak]]<br />
| 4<br />
|- align="center"<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
| 1<br />
|}<br />
<br />
==Modding Resources==<br />
{{shipimage|image=[[Image:GTA-Charybdis.png]]|caption=The GTA Charybdis for 3.7.0}}<br />
'''Retail''':<br />
:$POF File: awacs2t-01.pof<br />
:Textures: AWAC(A/B/C), AWACtile(1,2,3,4)<br />
:Total Texture File Count: 33<br>(Combined count of all Diffuse, Shine, Glow and Normals)<br />
<br><br />
Old MediaVPs Image: [[Media:Gtacharybdis.jpg]]<br />
<br />
<br><br />
'''MediaVP's 3.7.0''':<br />
:$POF File: Charybdis.pof<br />
:Textures: Charybdis, Charybdis-Debris, AWAC-Trans<br />
:Total Texture File Count: 9<br> (Optional: Plus 45 Animated Diffuse + 45 Animated Glow)<br />
<br><br />
'''History'''<br />
:Modeled by: Axem<br />
:Converted by: Sab0o<br />
:UV/Textures: Sab0o (Main), MjnMixael (AWACs)<br />
:Sub-model Animations: Sab0o, Vasudan Admiral, Zacam<br />
:Final Checks: Zacam on Feb 03, 2012<br />
<br />
==Veteran Comments==<br />
{{Comment|<br />
''The GTVA made a logical error in these AWACs craft I think. Although the AWACs ships do increase sensor range in several missions, they are high-value targets, with extremely limited defenses, functioning on the front lines.''<br />
<br />
<br />
Much like the [[GTSC Faustus|GTSC ''Faustus'']], the Charybdis is also used for plotline reasons. A storywriter can feel free to use it in missions which require long-range reconnaissance. FREDders beware: destroying its Sensors subsystem does not disable its AWACS ability automatically. Anyone who makes a mission with a Charybdis should be aware of this, especially considering how easily it is destroyed.}}<br />
[[Category:Ship]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=File:GTA-Charybdis.png&diff=37786File:GTA-Charybdis.png2012-02-05T01:14:58Z<p>Zacam: nuCharybdis as of 02/2010</p>
<hr />
<div>nuCharybdis as of 02/2010</div>Zacamhttps://wiki.hard-light.net/index.php?title=Weapons.tbl&diff=37758Weapons.tbl2012-02-02T16:50:54Z<p>Zacam: Add Closeup Pos and Zoom to Tech Model section.</p>
<hr />
<div>{{TableVersion|8414}}<br />
<br />
<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 ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.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 />
<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 />
<br />
<br />
===$Arm radius:===<br />
{{Table3610|<br />
*Defines the distance from the target where the weapon will arm itself<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Detonation Range:===<br />
{{Table3610|<br />
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Detonation Radius:===<br />
{{Table3610|<br />
*Defines the distance between the target center point point and the weapon which detonates the weapon.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shockwave damage:===<br />
{{Table3610|<br />
*Override for the damage caused by shockwaves<br />
*Syntax: '''''Float''''', damage}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions<br />
*Syntax: '''''String''''', name as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Blast Force:===<br />
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
===$Inner Radius:===<br />
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Outer Radius:===<br />
*Maximum radius at which any damage is done<br />
*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 />
<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 />
==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 />
$Player Weapon Precedence: (<br />
"Subach HL-7"<br />
"EMP Adv." )<br />
</pre><br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Colors.tbl&diff=37094Colors.tbl2011-10-04T03:22:07Z<p>Zacam: Added "Category" tag</p>
<hr />
<div>{{Fileversion|7809}}<br />
<br />
==General Format==<br />
<br />
*Colors.tbl simply starts with "#Start Color" (without the quotes)<br />
*All following entries are of the form "$Color name: (R G B A)" (without the quotes, but with the brackets), where R, G, B, and A are red, green, blue and alpha values (between 0 and 255 inclusive).<br />
*Colors.tbl must end with "#End" (without the quotes).<br />
<br />
==Possible Colors==<br />
<br />
*Blue<br />
*Bright Blue<br />
*Green<br />
*Bright Green<br />
*Black<br />
*Grey<br />
*Silver<br />
*White<br />
*Bright White<br />
*Violet Gray<br />
*Violet<br />
*Dim Red<br />
*Red<br />
*Bright Red<br />
*Pink<br />
*Light Pink<br />
*Yellow<br />
*Bright Yellow<br />
*UI Light Green<br />
*UI Green<br />
*UI Light Pink<br />
*UI Pink<br />
<br />
==Syntax and Usage==<br />
<br />
*All colors are optional (defaults will be used if the color is not specified).<br />
*However, any colors included must be included in the order specified above, otherwise they will be skipped.<br />
*Note that at this point colors.tbl only allows redefinition of the 22 pre-existing UI colors. New colors cannot be added as of yet.<br />
<br />
==Example Table==<br />
The values in this table are the code's default values.<br />
<pre><br />
#Start Colors<br />
<br />
;; This is colors.tbl. Here you can redefine the RGBA values for the 22 default colours for the UI.<br />
;; Any redefining is optional, so you don't need to include all colors (the ones you skip will just use the default values).<br />
;; However, any you DO redefine need to be placed in this order (and spelled this way):<br />
<br />
;;$Blue<br />
;;$Bright Blue<br />
;;$Green<br />
;;$Bright Green<br />
;;$Black<br />
;;$Grey<br />
;;$Silver<br />
;;$White<br />
;;$Bright White<br />
;;$Violet Gray<br />
;;$Violet<br />
;;$Dim Red<br />
;;$Red<br />
;;$Bright Red<br />
;;$Pink<br />
;;$Light Pink<br />
;;$Yellow<br />
;;$Bright Yellow<br />
;;$UI Light Green<br />
;;$UI Green<br />
;;$UI Light Pink<br />
;;$UI Pink<br />
<br />
;;Redefine colors this way:<br />
;;$Color Name: (RVALUE GVALUE BVALUE AVALUE) (the brackets are necessary!)<br />
;;where RVALUE, GVALUE, BVALUE and AVALUE are integers between 0 and 255 inclusive<br />
;;AVALUE is alpha value. Every default color just leaves this as 255, so if you're not sure, just use 255<br />
<br />
$Blue: (93 93 128 255)<br />
$Bright Blue: (185 185 255 255)<br />
$Green: (0 120 0 255)<br />
$Bright Green: (50 190 50 255)<br />
$Black: (0 0 0 255)<br />
$Grey: (65 65 65 255)<br />
$Silver: (160 160 160 255)<br />
$White: (105 105 105 255)<br />
$Bright White: (255 255 255 255)<br />
$Violet Gray: (160 144 160 255)<br />
$Violet: (192 104 192 255)<br />
$Dim Red: (80 6 6 255)<br />
$Red: (126 6 6 255)<br />
$Bright Red: (200 0 0 255)<br />
$Pink: (185 150 150 255)<br />
$Light Pink: (230 190 190 255)<br />
$Yellow: (255 255 122 255)<br />
$Bright Yellow: (255 255 0 255)<br />
$UI Light Green: (161 184 161 255)<br />
$UI Green: (190 228 190 255)<br />
$UI Light Pink: (184 161 161 255)<br />
$UI Pink: (228 190 190 255)<br />
<br />
#End<br />
</pre><br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Colors.tbl&diff=36961Colors.tbl2011-09-26T05:43:44Z<p>Zacam: </p>
<hr />
<div>{{Fileversion|7809}}<br />
<br />
==General Format==<br />
<br />
*Colors.tbl simply starts with "#Start Color" (without the quotes)<br />
*All following entries are of the form "$Color name: (R G B A)" (without the quotes, but with the brackets), where R, G, B, and A are red, green, blue and alpha values (between 0 and 255 inclusive).<br />
*Colors.tbl must end with "#End" (without the quotes).<br />
<br />
==Possible Colors==<br />
<br />
*Blue<br />
*Bright Blue<br />
*Green<br />
*Bright Green<br />
*Black<br />
*Grey<br />
*Silver<br />
*White<br />
*Bright White<br />
*Violet Gray<br />
*Violet<br />
*Dim Red<br />
*Red<br />
*Bright Red<br />
*Pink<br />
*Light Pink<br />
*Yellow<br />
*Bright Yellow<br />
*UI Light Green<br />
*UI Green<br />
*UI Light Pink<br />
*UI Pink<br />
<br />
==Syntax and Usage==<br />
<br />
*All colors are optional (defaults will be used if the color is not specified).<br />
*However, any colors included must be included in the order specified above, otherwise they will be skipped.<br />
*Note that at this point colors.tbl only allows redefinition of the 22 pre-existing UI colors. New colors cannot be added as of yet.<br />
<br />
==Example Table==<br />
The values in this table are the code's default values.<br />
<pre><br />
#Start Colors<br />
<br />
;; This is colors.tbl. Here you can redefine the RGBA values for the 22 default colours for the UI.<br />
;; Any redefining is optional, so you don't need to include all colors (the ones you skip will just use the default values).<br />
;; However, any you DO redefine need to be placed in this order (and spelled this way):<br />
<br />
;;$Blue<br />
;;$Bright Blue<br />
;;$Green<br />
;;$Bright Green<br />
;;$Black<br />
;;$Grey<br />
;;$Silver<br />
;;$White<br />
;;$Bright White<br />
;;$Violet Gray<br />
;;$Violet<br />
;;$Dim Red<br />
;;$Red<br />
;;$Bright Red<br />
;;$Pink<br />
;;$Light Pink<br />
;;$Yellow<br />
;;$Bright Yellow<br />
;;$UI Light Green<br />
;;$UI Green<br />
;;$UI Light Pink<br />
;;$UI Pink<br />
<br />
;;Redefine colors this way:<br />
;;$Color Name: (RVALUE GVALUE BVALUE AVALUE) (the brackets are necessary!)<br />
;;where RVALUE, GVALUE, BVALUE and AVALUE are integers between 0 and 255 inclusive<br />
;;AVALUE is alpha value. Every default color just leaves this as 255, so if you're not sure, just use 255<br />
<br />
$Blue: (93 93 128 255)<br />
$Bright Blue: (185 185 255 255)<br />
$Green: (0 120 0 255)<br />
$Bright Green: (50 190 50 255)<br />
$Black: (0 0 0 255)<br />
$Grey: (65 65 65 255)<br />
$Silver: (160 160 160 255)<br />
$White: (105 105 105 255)<br />
$Bright White: (255 255 255 255)<br />
$Violet Gray: (160 144 160 255)<br />
$Violet: (192 104 192 255)<br />
$Dim Red: (80 6 6 255)<br />
$Red: (126 6 6 255)<br />
$Bright Red: (200 0 0 255)<br />
$Pink: (185 150 150 255)<br />
$Light Pink: (230 190 190 255)<br />
$Yellow: (255 255 122 255)<br />
$Bright Yellow: (255 255 0 255)<br />
$UI Light Green: (161 184 161 255)<br />
$UI Green: (190 228 190 255)<br />
$UI Light Pink: (184 161 161 255)<br />
$UI Pink: (228 190 190 255)<br />
<br />
#End<br />
</pre></div>Zacamhttps://wiki.hard-light.net/index.php?title=Tables&diff=36958Tables2011-09-26T05:29:54Z<p>Zacam: /* Hardcoded table files */</p>
<hr />
<div>'''Tables''' are the major data files in [[Portal:FreeSpace 1|FreeSpace]] and [[Portal:FreeSpace 2|FreeSpace 2]]. Compared with many other games, they are highly intuitive and easy to edit, requiring no special tools other than Notepad. For more detail on specific tables, see the links below.<br />
<br />
'''''Full list of tables can be found in [[:Category:Tables]] page. <br>In-depth modular tables info can be found in [[Modular Tables]] page.<br />
<br />
Information on how FreeSpace uses tables can be found on the [[FreeSpace 2 directory structure|FreeSpace 2 directory structure]] page.'''''<br />
<br />
{| border=0 align=right cellpadding=2 cellspacing=1 style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! colspan="2" style="color: white; height: 30px; background: #512020; 70%;"|'''''Tables files and related code files'''''<br />
|-<br />
| align="center"| [[Ai.tbl]]<br />
| '''/ai/'''aicode.cpp<br />
|-<br />
| align="center"| [[Ai_profiles.tbl]]<br />
| '''/ai/'''ai_profiles.cpp<br />
|-<br />
| align="center"| [[Armor.tbl]]<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Asteroid.tbl]]<br />
| '''/asteroid/'''asteroid.cpp <br />
|-<br />
| align="center"| [[Autopilot.tbl]]<br />
| '''/autopilot/'''autopilot.cpp<br />
|-<br />
| align="center"| [[Colors.tbl]]<br />
| '''/globalincs/'''alphacolors.cpp <br />
|-<br />
| align="center"| [[Credits.tbl]]<br />
| '''/menuui/'''credits.cpp <br />
|-<br />
| align="center"| [[Cutscenes.tbl]]<br />
| '''/cutscene/'''cutscenes.cpp <br />
|-<br />
| align="center"| [[Fireball.tbl]]<br />
| '''/fireball/'''fireballs.cpp<br />
|-<br />
| align="center"| [[Help.tbl]]<br />
| '''/gamehelp/'''contexthelp.cpp<br />
|-<br />
| align="center"| [[Hud.tbl]]<br />
| '''/hud/'''hudshield.cpp<br />
|-<br />
| align="center"| [[Hud_gauges.tbl]]<br />
| '''/hud/'''hudparse.cpp <br />
|-<br />
| align="center"| [[Icons.tbl]]<br />
| '''/mission/'''missionbriefcommon.cpp<br />
|-<br />
| align="center"| [[Iff_defs.tbl]]<br />
| '''/iff_defs/'''iff_defs.cpp<br />
|-<br />
| align="center"| [[Lightning.tbl]]<br />
| '''/nebula/'''neblightning.cpp<br />
|-<br />
| align="center"| [[Mainhall.tbl]]<br />
| '''/menuui/'''mainhallmenu.cpp<br />
|-<br />
| align="center"| [[Medals.tbl]]<br />
| '''/stats/'''medals.cpp<br />
|-<br />
| align="center"| [[Menu.tbl]]<br />
| '''/menuui/'''snazzyui.cpp<br />
|-<br />
| align="center"| [[Messages.tbl]]<br />
| '''/mission/'''missionmessage.cpp <br />
|-<br />
| align="center"| [[Mflash.tbl]]<br />
| '''/weapon/'''muzzleflash.cpp <br />
|-<br />
| align="center"| [[Music.tbl]]<br />
| '''/gamesnd/'''eventmusic.cpp<br />
|-<br />
| align="center"| [[Nebula.tbl]]<br />
| '''/nebula/'''neb.cpp<br />
|-<br />
| align="center"| [[Objecttypes.tbl]]<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Pixels.tbl]]<br />
| '''/palman/'''palman.cpp<br />
|-<br />
| align="center"| [[Post_processing.tbl]]<br />
| '''/graphics/'''gropenglpostprocessing.cpp<br />
|-<br />
| align="center"| [[Rank.tbl]]<br />
| '''/stats/'''scoring.cpp<br />
|-<br />
| align="center"| [[Scripting.tbl]]<br />
| '''/parse/'''scripting.cpp<br />
|-<br />
| align="center"| [[Ships.tbl]]<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Sounds.tbl]]<br />
| '''/gamesnd/'''gamesnd.cpp <br />
|-<br />
| align="center"| [[Species_defs.tbl]]<br />
| '''/species_defs/'''species_defs.cpp<br />
|-<br />
| align="center"| [[Species.tbl]]<br />
| '''/menuui/'''techmenu.cpp <br />
|-<br />
| align="center"| [[Ssm.tbl]]<br />
| '''/hud/'''hudartillery.cpp<br />
|-<br />
| align="center"| [[Stars.tbl]]<br />
| '''/starfield/'''starfield.cpp<br />
|-<br />
| align="center"| [[Strings.tbl]]<br />
| '''/localization/'''localize.cpp<br />
|-<br />
| align="center"| [[Tips.tbl]]<br />
| '''/menuui/'''playermenu.cpp<br />
|-<br />
| align="center"| [[Traitor.tbl]]<br />
| '''/missionui/'''missiondebrief.cpp<br />
|-<br />
| align="center"| [[Tstrings.tbl]]<br />
| '''/localization/'''localize.cpp<br />
|-<br />
| align="center"| [[Weapon_expl.tbl]]<br />
| '''/weapon/'''weapons.cpp<br />
|-<br />
| align="center"| [[Weapons.tbl]]<br />
| '''/weapon/'''weapons.cpp<br />
|-<br />
|}<br />
<br />
==Accessing table files==<br />
Volition used a special kind of packaging method called .vp (Volition Pack) for the FreeSpace games. Table files are stored in Root_fs2.vp. To open and extract files from a VP, you must use a VP editing program such as [[VPView32]]. For more details about VP files and how to work with them, consult [[*.VP|this article]].<br />
<br />
For some further information about where to put modified files, consult [[FreeSpace 2 directory structure]].<br />
<br />
==Table files==<br />
Table files are customarily edited using Notepad, but any text editor that can save in a pure text format will do.<br />
<br />
===.tbl files===<br />
<br />
These files are the basic FreeSpace table used for defining various aspects of the game. Game reads only single .tbl choosing the one it encounters first while parsing the game directories.<br />
<br />
===.tbm files===<br />
These files are modular table files. They can be used for adding content to the 'base' tables or to modify the data from those files. For usage info and important notes, see [[Modular Tables]].<br />
<br />
===Notes of certain table files===<br />
<br />
====Hardcoded table files====<br />
<br />
Some of the table files are not actually required as the basic version has been written directly to the code. However these can be overridden by table files present in game directories.<br />
<br />
'''These files are not present in standard FreeSpace 2 .vp files'''<br />
<br />
*[[Ai_profiles.tbl]]<br />
*[[Autopilot.tbl]]<br />
*[[Colors.tbl]]<br />
*[[iff_defs.tbl]]<br />
*[[Objecttypes.tbl]]<br />
*[[Species_defs.tbl]]<br />
<br />
====Optional table files====<br />
<br />
Certain tables are not found from the code nor do they belong to the basic table set. These tables are parsed if game detects them<br />
<br />
'''These files are not present in standard FreeSpace 2 .vp files'''<br />
<br />
*[[Armor.tbl]]<br />
*[[Scripting.tbl]]<br />
<br />
====Obsolete table files====<br />
<br />
Some table files have since been 'retired' and they are no longer needed with FreeSpace Open<br />
<br />
*[[Hud.tbl]]<br />
<br />
==Important notes==<br />
<br />
===Table entries must be ordered===<br />
<br />
*As a general rule, '''''all the table entries must be ordered'''''.<br />
*Keep the order shown in the following help sections for each table in both normal tables (tbl files) and [[Modular Tables]] (tbm files). If you don't do it, you can get parser errors on FS2 or FRED2 loading when they are reading them.<br />
<br />
==Brief descriptions of table files==<br />
<br />
*In all the table help pages, SCP added entries are usually marked with infoboxes that mark the branch there the particular feature has added to.<br />
:*'''<nowiki>{{Table3610| text}}</nowiki>''' gives 3.6.10 box<br />
{{Table3610| text}}<br />
:*'''<nowiki>{{Table3611| text}}</nowiki>''' gives 3.6.11 box<br />
{{Table3611| text}}<br />
*For full list of table related pages and links see [[:Category:Tables]]<br />
<br />
<br />
[[Category:Tables|*]]<br />
<br />
[[Category:Modding]]<br />
<br />
[[Category:File Types]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Tables&diff=36956Tables2011-09-26T05:22:01Z<p>Zacam: </p>
<hr />
<div>'''Tables''' are the major data files in [[Portal:FreeSpace 1|FreeSpace]] and [[Portal:FreeSpace 2|FreeSpace 2]]. Compared with many other games, they are highly intuitive and easy to edit, requiring no special tools other than Notepad. For more detail on specific tables, see the links below.<br />
<br />
'''''Full list of tables can be found in [[:Category:Tables]] page. <br>In-depth modular tables info can be found in [[Modular Tables]] page.<br />
<br />
Information on how FreeSpace uses tables can be found on the [[FreeSpace 2 directory structure|FreeSpace 2 directory structure]] page.'''''<br />
<br />
{| border=0 align=right cellpadding=2 cellspacing=1 style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! colspan="2" style="color: white; height: 30px; background: #512020; 70%;"|'''''Tables files and related code files'''''<br />
|-<br />
| align="center"| [[Ai.tbl]]<br />
| '''/ai/'''aicode.cpp<br />
|-<br />
| align="center"| [[Ai_profiles.tbl]]<br />
| '''/ai/'''ai_profiles.cpp<br />
|-<br />
| align="center"| [[Armor.tbl]]<br />
| '''/ship/'''ship.cpp<br />
|-<br />
| align="center"| [[Asteroid.tbl]]<br />
| '''/asteroid/'''asteroid.cpp <br />
|-<br />
| align="center"| [[Autopilot.tbl]]<br />
| '''/autopilot/'''autopilot.cpp<br />
|-<br />
| align="center"| [[Colors.tbl]]<br />
| '''/globalincs/'''alphacolors.cpp <br />
|-<br />
| align="center"| [[Credits.tbl]]<br />
| '''/menuui/'''credits.cpp <br />
|-<br />
| align="center"| [[Cutscenes.tbl]]<br />
| '''/cutscene/'''cutscenes.cpp <br />
|-<br />
| align="center"| [[Fireball.tbl]]<br />
| '''/fireball/'''fireballs.cpp<br />
|-<br />
| align="center"| [[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 />
*[[iff_defs.tbl]]<br />
*[[Objecttypes.tbl]]<br />
*[[Species_defs.tbl]]<br />
<br />
====Optional table files====<br />
<br />
Certain tables are not found from the code nor do they belong to the basic table set. These tables are parsed if game detects them<br />
<br />
'''These files are not present in standard FreeSpace 2 .vp files'''<br />
<br />
*[[Armor.tbl]]<br />
*[[Scripting.tbl]]<br />
<br />
====Obsolete table files====<br />
<br />
Some table files have since been 'retired' and they are no longer needed with FreeSpace Open<br />
<br />
*[[Hud.tbl]]<br />
<br />
==Important notes==<br />
<br />
===Table entries must be ordered===<br />
<br />
*As a general rule, '''''all the table entries must be ordered'''''.<br />
*Keep the order shown in the following help sections for each table in both normal tables (tbl files) and [[Modular Tables]] (tbm files). If you don't do it, you can get parser errors on FS2 or FRED2 loading when they are reading them.<br />
<br />
==Brief descriptions of table files==<br />
<br />
*In all the table help pages, SCP added entries are usually marked with infoboxes that mark the branch there the particular feature has added to.<br />
:*'''<nowiki>{{Table3610| text}}</nowiki>''' gives 3.6.10 box<br />
{{Table3610| text}}<br />
:*'''<nowiki>{{Table3611| text}}</nowiki>''' gives 3.6.11 box<br />
{{Table3611| text}}<br />
*For full list of table related pages and links see [[:Category:Tables]]<br />
<br />
<br />
[[Category:Tables|*]]<br />
<br />
[[Category:Modding]]<br />
<br />
[[Category:File Types]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Sample_Lighting_Settings&diff=35477Sample Lighting Settings2011-07-07T13:33:24Z<p>Zacam: Corrected the Wiki and Recomended settings into being Engine Defaults and Wiki Recommended</p>
<hr />
<div>This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the Media VPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#lighting|Command Line Reference]] page for specific notes on these settings.<br />
<br />
==FreeSpace Engine Default Settings==<br />
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.<br />
*-ambient_factor 128<br />
*-spec_exp 16<br />
*-spec_point 1.0<br />
*-spec_static 1.0<br />
*-spec_tube 1.0<br />
*-ogl_spec 80<br />
*-bloom_intensity 75<br />
<br />
<br />
==Recommended "Baseline" Settings==<br />
These are the recommended light settings as mentioned [[Command-Line_Reference#Lighting|here]], for easy reference.<br />
* -ambient_factor 75<br />
* -spec_exp 11<br />
* -spec_point 0.6<br />
* -spec_static 0.8<br />
* -spec_tube 0.4<br />
* -ogl_spec 60<br />
<br />
{{note|Copy and paste this line into your Launcher to make it work: -ambient_factor 75 -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.4 -ogl_spec 60}}<br />
<br />
<br />
==DaBrain's Settings==<br />
[[Image:Lighting-db1.jpg|thumb|DaBrain's settings feature relatively even lighting with a low specular value.]]<br />
*-no_emissive_light<br />
*-ambient_factor 10<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 12.8<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your Launcher to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_tube 5.0 -spec_point 8.6 -spec_static 12.8}}<br />
<br />
<br />
==Herra Tohtori's Settings==<br />
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori's settings feature high specularity and glossiness.]]<br />
*-no_emissive_light<br />
*-ambient_factor 35<br />
*-ogl_spec 20<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.5<br />
*-spec_tube 1.5<br />
<br />
{{note|Copy and paste this line into your Launcher to make it work: -no_emissive_light -ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5}}<br />
<br />
<br />
==CKid's Settings==<br />
[[Image:Lighting-ckid.jpg|thumb|CKid's settings adds emphasis on glowmaps and normal maps.]]<br />
*-no_emissive_light<br />
*-ambient_factor 35<br />
*-spec_exp 16.7<br />
*-spec_point 0.6<br />
*-spec_static 0.9<br />
*-spec_tube 1<br />
<br />
{{note|Copy and paste this line into your Launcher to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}<br />
<br />
<br />
==ColeCampbell666's Settings==<br />
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666's settings result in a very dark environment with most of the lighting coming from weapons fire.]]<br />
*-no_emissive_light<br />
*-ambient_factor 0<br />
*-spec_exp 11<br />
*-spec_point .6<br />
*-spec_static .8<br />
*-spec_tube .4<br />
*-ogl_spec 80<br />
<br />
{{note|Copy and paste this line into your Launcher to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}<br />
<br />
<br />
==Castor's Settings==<br />
[[Image:Lighting-castor.jpg|thumb|''"The thing with 'darker' settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on."'' -- Castor]]<br />
*-ambient_factor 75<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 3.0<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your Launcher to make it work: -spec_exp 7.0 -spec_tube 5.0 -spec_point 8.6 -spec_static 3.0 -ambient_factor 75}}<br />
<br />
<br />
==Spidey's Settings==<br />
[[Image:Lighting-spidey.jpg|thumb|Spidey's settings nicely balance emphasis on diffuse, specular, and normal maps.]]<br />
*-ambient_factor 5<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.7<br />
*-spec_tube 1.5<br />
*-ogl_spec 50<br />
<br />
{{note|Copy and paste this line into your Launcher to make it work: -ambient_factor 5 -ogl_spec 50 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5}}<br />
<br />
[[Category:Source Code Project]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Engine_limitations&diff=35472Engine limitations2011-07-07T00:58:40Z<p>Zacam: Add "Firing Points Per Bank" to Model info</p>
<hr />
<div>The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that 'Inferno' refers to INF builds, developed to boost engine limits. Starting with FS2_Open 3.6.10 these builds can be used in Multiplayer, older builds are not capable of joining the servers due to several incompatibilities. In addition, Inferno and regular builds are incompatible to each other in Multiplayer; someone using an Inferno build will not be able to play with someone using a regular build and vice versa. Those builds are named after the [[Inferno]] mod, but are extensively used by many other projects, like [[The Babylon Project|TBP]].<br />
Inferno builds will become the standard, starting at FS2_Open revision 3.7, with 3.6.12 being the last version to be distributed both in normal and Inferno variants.<br />
<br />
<br />
==Tables==<br />
The maximum types of an entity that can exist in the table<br />
<br />
<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| rowspan=2 style="background:#351515; width:150px"| '''Name'''<br />
| colspan=2 style="background:#300505;"| '''Limit'''<br />
|- align="center"<br />
| style="background:#300505; width:75px"| '''Standard'''<br />
| style="background:#300505; width:75px"| '''Inferno'''<br />
|- align="center"<br />
| [[Ships.tbl|Ship Classes]]<br />
| 130<br />
| 250<br />
|- align="center"<br />
| [[Weapons.tbl|Weapon Classes]]<br />
| 200<br />
| 300<br />
|- align="center"<br />
| Beam Sections<br />
| colspan=2| 5<br />
|- align="center"<br />
| [[Objecttypes.tbl|Object Types]]<br />
| colspan=2| 16<br />
|- align="center"<br />
| [[Iff_defs.tbl|IFFs]]<br />
| colspan=2|10<br />
|- align="center"<br />
| [[Ai_profiles.tbl|AI Profiles]]<br />
| colspan=2| 5<br />
|- align="center"<br />
| [[Hud_gauges.tbl|Hud Gauges]]<br />
| colspan=2| 64<br />
|- align="center"<br />
| [[Species.tbl|Intelligence Entries]]<br />
| colspan=2| 75<br />
|- align="center"<br />
| Debriefing<br />
| colspan=2| 2,000 Characters per Stage<br />
|}<br />
<br />
==Objects==<br />
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).<br />
<br />
<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| style="background:#351515; width:150px"| '''Name'''<br />
| style="background:#300505; width:75px"| '''Limit'''<br />
|- align="center"<br />
| Objects<br />
| 2000<br />
|- align="center"<br />
| Ships<br />
| 400<br />
|- align="center"<br />
| Weapons<br />
| 700<br />
|- align="center"<br />
| Beams<br />
| 500<br />
|- align="center"<br />
| Waypoints Per Path<br />
| 20<br />
|- align="center"<br />
| Waypoint Paths<br />
| 32<br />
|}<br />
<br />
==Wings==<br />
The maximum number wings or ships in a wing that can exist<br />
<br />
<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| style="background:#351515; width:150px"| '''Name'''<br />
| style="background:#300505; width:75px"| '''Limit'''<br />
|- align="center"<br />
| Wings<br />
| 75<br />
|- align="center"<br />
| Ships per Wing<br />
| 6<br />
|- align="center"<br />
| Starting Wings<br />
| 3<br />
|- align="center"<br />
| Squadron Wings<br />
| 5<br />
|- align="center"<br />
| TvT Teams<br />
| 2<br />
|- align="center"<br />
| TvT Wings per Team<br />
| 1<br />
|- align="center"<br />
| TvT Wings<br />
| 2<br />
|}<br />
<br />
==Models==<br />
The maximum number of models that can exist at one time<br />
<br />
<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| rowspan=2 style="background:#351515; width:150px"| '''Name'''<br />
| colspan=2 style="background:#300505;"| '''Limit'''<br />
|- align="center"<br />
| style="background:#300505; width:75px"| '''Standard'''<br />
| style="background:#300505; width:75px"| '''Inferno'''<br />
|- align="center"<br />
| Polygon Models<br />
| 128<br />
| 300<br />
|}<br />
<br />
<br />
The maximum number of a certain entity that can exist within a model<br />
<br />
<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| style="background:#351515; width:150px"| '''Name'''<br />
| style="background:#300505; width:75px"| '''Limit'''<br />
|- align="center"<br />
| Textures<br />
| 64<br />
|- align="center"<br />
| Ship Primary Banks<br />
| 3<br />
|- align="center"<br />
| Ship Secondary Banks<br />
| 4<br />
|- align="center"<br />
| Firing Points Per-Bank<br />
| 25<br />
|}<br />
<br />
==Sub-Weapon Types==<br />
<br />
The maximums for the sub types of weapons.<br />
<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| style="background:#351515; width:150px"| '''Type'''<br />
| style="background:#300505; width:75px"| '''Max Instances'''<br />
|- align="center"<br />
| Corkscrew Missiles<br />
| 64<br />
|- align="center"<br />
| Swarm Missiles<br />
| 100<br />
|}<br />
<br />
[[Category:Source Code Project]]<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=SJ_Sathanas&diff=35045SJ Sathanas2011-06-09T01:39:55Z<p>Zacam: </p>
<hr />
<div>{{FS12_Ships}}The '''SJ ''Sathanas''''' is the most powerful space-faring warship ever encountered by the [[Galactic Terran-Vasudan Alliance|GTVA]]. It is comparable in size to and perhaps more than a match for the [[GTVA Colossus|GTVA ''Colossus'']]. <br />
<br />
:''Not to be confused with the [[SJD Sathanas|SJ<u>D</u> ''Sathanas'']].''<br />
<br />
A debris chunk of the Sathanas is also included as an individual model and ship, known as the [[SpaceHunk]].<br />
<br />
<br />
==Overview==<br />
With four ultra-heavy beam cannons concentrated in the bow, a Sathanas outstrips even a [[GTVA Colossus|''Colossus''-class vessel]] in terms of raw firepower that it can project at one target. Like other Shivan capital ships, the Sathanas has an attack-oriented design that makes use of the known Shivan superiority at subspace jumping to deal devastating first-strike blows. The Sathanas best exemplifies the Shivan war machine, which is dependent on continually being on the attack to keep its flaws from being exposed. On the defensive it can still deal out heavy blows, but ultimately it is not prepared for the role.<br />
<br />
The only apparent weakness of the Shivan juggernaut is that the massive beam cannons are concentrated at the bow, and aside from a comparatively diminutive anti-warship beam cannon at the stern, the other flanks of the massive warship are covered only by point-defense weapons. The main armament is also not well defended against fighters compared to the ''Colossus''. Nonetheless, a Sathanas is still more than able to defend itself and project offensive power via the many hundreds of fighters and bombers it carries in its cavernous hangar. Thus, stopping a juggernaut is almost impossible. <br />
<br />
Even the "expedient" of disabling the massive warship is hardly worth considering, due to the numerous redundant engines found on the hull. In essence, any attack on a ''Sathanas''-class juggernaut can be considered almost suicidal. Only the ''Colossus'' demonstrated enough firepower to take on a Sathanas.<br />
<br />
===History===<br />
The first combat appearance of a Shivan Juggernaut was in the nebula theater, beyond the first [[Knossos]] portal in [[Gamma Draconis]], when the warship destroyed a Vasudan task force assaulting a Shivan gas mining operation. The GTVA immediately began to withdraw from the nebula, though not before sending a pilot in the new [[GVF Ptah|''Ptah'']]-class stealth fighter to scan the vessel. Based on this information, the Alliance launched [[Bearbaiting|a targeted bombing mission]] to eliminate several of the forward beam cannons (there is no canon consensus concerning exactly how many were destroyed, but at least two were taken out) in the Gamma Draconis system, and the [[GTVA Colossus|GTVA ''Colossus'']] [[High Noon|engaged and destroyed]] the weakened juggernaut after it jumped to the [[Capella]] system.<br />
<br />
After that victory, the GTVA were confident they could eliminate any threats the Shivans could present, and returned to the nebula with the objective of locating and capturing [[Admiral Aken Bosch]]. However, that goal failed to be achieved as GTVA forces discovered that multiple ''Sathanas''-class juggernauts were en route to GTVA space. Gamma Draconis was quickly overrun by the swift advance of the juggernaut fleet, which shortly entered [[Capella]]. In a desperate gamble, the GTVA fleet held the Shivans at bay while civilians were evacuated to [[Epsilon Pegasi]] and [[Vega]]. During the closing stages of [[Their Finest Hour|the battle]], the GTVA ''Colossus'' was destroyed in Capella by a Shivan juggernaut while providing a diversion for the [[GTD Bastion|GTD ''Bastion'']], which was tasked with collapsing the jump corridor to Epsilon Pegasi. In a [[Apocalypse|final startling turn of events]], the Shivan juggernauts instigated the supernova of the Capella star as the jump corridor to Vega was destroyed.<br />
<br />
===Conclusion===<br />
The Shivan juggernaut fleet is the single most serious threat to the survival of the Terran and Vasudan species. The prowess of this class was tragically demonstrated when a Sathanas juggernaut destroyed the [[GTVA Colossus|GTVA ''Colossus'']] in the [[Capella]] system. The GTVA barely managed to stop one Sathanas, and even then it was with a warship that took two decades and enormous amounts of resources to construct. An encounter with any more Shivan juggernauts will only be able to be stopped with extreme difficulty.<br />
<br />
==Description:==<br />
<br />
===FS2 Tech Room Description===<br />
Very little is known about the SJ Sathanas class. This juggernaut seems comparable in strength to the GTVA Colossus. All intelligence concerning the Sathanas has been classified level Upsilon.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Juggernaut<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 />
| 25.0 mps<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 />
| 1 000 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 5978 m<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:#300505;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| [[Shivan Turret Laser]]<br />
| 22<br />
|- align="center"<br />
| [[Standard Flak]]<br />
| 11<br />
|- align="center"<br />
| [[Long Range Flak]]<br />
| 2<br />
|- align="center"<br />
| [[GTM Piranha|Piranha]]<br />
| 5<br />
|- align="center"<br />
| [[SAAA|Anti-Fighter Beam]]<br />
| 8<br />
|- align="center"<br />
| [[LRed|Large Red Beam]]<br />
| 1<br />
|- align="center"<br />
| [[BFRed|Very Big Red Beam]]<br />
| 4<br />
|}<br />
<br />
==Notes==<br />
===User-made campaigns===<br />
In the [[Inferno]] campaign, the Sathanas makes use of a subspace weapon based on the one seen in FreeSpace 2's penultimate cutscene. Several other mods including the [[Scroll of Atankharzim]] and Inferno-based campaigns also make use of this addition.<br />
<br />
Unfortunately, currently the pincer movements and other cosmetic effects have not been reproduced in-game, though it would theoretically be possible to do so using the [[Animation Code]] and major modifications to the model.<br />
<br />
<br />
==Gallery==<br />
<gallery><br />
Image:RScreen0028.jpg | A Sathanas, unthreatened by a [[GVCv Sobek]].<br />
Image:RScreen0047.png | The supreme forward firepower of the Sathanas against the [[GTVA Colossus]].<br />
Image:Sjsathanas-old.jpg | The SJ Sathanas<br />
Image:Sjsathanas.jpg | The SJ Sathanas in FS2_Open 3.6.10<br />
Image:Sjsathanas-new.png | A potential SJ Sathanas in FS2_Open 3.6.14<br />
</gallery><br />
<br />
<br />
===Veteran Comments===<br />
{{comment|''The Sathanas, like most FS2 Shivan capital craft, has an attack-oriented design that makes use of the known Shivan superiority at subspace jumping (at least in capital craft) to deal devastating first-strike blows. If itself attacked, it has problems. It has a single other anti-capital beam, an LRed in a "stinger" position aft and below; this weapon is not sufficent to prevent the Sathanas from being flanked. The Sathanas' defenses against fightercraft assault are respectable, but poorly sited to defend against an attack on its main armament. (The Colossus is notably superior in this regard.) In a way the Sathanas is a microcosm of the Shivan war machine, which is dependent on continually being on the assault to keep its flaws from being exposed. On the defensive it can still deal out heavy blows, but ultimately it is not prepared for the role. It is worth noting that the only time ingame the Sathanas was actually attacked, by a Vasudan corvette in "A Monster in the Mist", it was unable to come to grips with its opponent. Even in "High Noon" the Sathanas was essentially on the offensive, in motion towards the statically positioned Colossus.''<br />
<br />
<br />
''It is also vulnerable to fighters and bombers if they attack near enough to the weapons subsystem, making it impossible for the anti-fighter beams to reach.''<br />
<br />
<br />
''It's not clear if the Sathanas is a warship at all, or some kind of colonization vessel or Shivan living quarters fitted with heavy weaponry. It certainly has some kind of secondary non-combat capabilites, such as the bizarre equipment that the Shivans used to destroy the Capella star. Via Petrarch's statements in the end cutscenes, Volition seems to imply that the Shivans destroyed Capella to create subspace access to their homeworld and used the Sathanses as glorified personnel transports for their journey.''<br />
<br />
<br />
''This giant warship is curious, neither the [[GTVA Colossus|Colossus]] nor the Sathanas have very good anti-fighter defenses. A squadron of [[GTM Helios|Helios]]-capable bombers can take out all of its main beam cannons, leaving it vulnerable to attack. If it wasn't for the "supercap" flag, the Sathanas in such a state would be vulnerable to attacks by destroyers.''<br />
<br />
<br />
''This is one bigass mother of a ship. However, its defensive capabilities against fighters and bombers are far below par, so you can easily see why I disagree with the first comment. A quick salvo of Helios missiles should take care of the four front beams. The only annoying thing one should be warned about this is the forward flak cannon constantly bombarding your ship. If you can get rid of that, the ship is easily fried into helpless cap-ship fodder. Given an endless amount of time, enough missiles, and enough patience, it's possible that a single fighter or bomber could take down this juggernaut, as the Shivans apparently weren't planning on engineering defenses into their cap-ship destroyer. Unless its forward beam turrets are intact, it's as harmless as a fly (although not easily as squashed). Just be warned not to sit in front of it as it jumps out.''<br />
<br />
<br />
''It is true that a Sathanas '''CAN''' be flanked by a smaller warship, but do not underestimate the strength of its rear-facing LRed. Without any fighters or bombers to disable it, even a [[GVD Hatshepsut|Hatshepsut-class]] destroyer may not be able to survive attacking it from behind. If that single turret is destroyed, however, it will change the outcome.<br />
<br />
It is also interesting to note that the Sathanas has basic AWACS capabilities, meaning that it can occasionally target and open fire on hostile stealth fighters in addition to relaying the enemy stealth fighter's targeting data to all nearby friendly ships.<br />
<br />
<br />
''A note about the ship's turn radius: if ordered to attack a nearby target, the AI code will tell the Sathanas to move forward while turning (rather than just pivot in place), so a warship placed to the side of the Sathanas in the right "sweet spot" can harass the juggernaut while remaining out of range of the short-range anti-fighter beams and blobs guarding the Sath's flanks. The Sath will turn in a wide circle and will never bring its main guns to bear. In this way a Fenris can defeat a Sathanas over the course of an hour, assuming that the latter's fighterbays are empty, and that the person who FREDded the mission didn't simply give the Shivan vessel a decent waypoint path to follow. For example, telling the Sath to head for a distant waypoint will cause it to pivot tightly, in which case the Fenris is screwed.''<br />
<br />
<br />
''Despite all this, remember that the Sathanas is not meant to be left immobile and unescorted. If you create a mission, make sure that the ship turns to face the opponent, or at least move to evade. Also, the Sath's presumably very large fighter complement should be enough to overwhelm GTVA bombers and warships. Consider these factors when designing a strike against a Sathanas. ''<br />
<br />
<br />
I find that as long as you're nowhere near any flak cannons, staying low and close to the hull like you're walking on it is a method that can allow you to effectively neutralize every one of its turrets. Of course it'll take a while, since you're certainly not going to get your wingmen to follow you in your plan. The Sathanas in my opinion really only poses a threat to big ships. (A really, really big threat.)<br />
}}<br />
<br />
<br />
[[Category:Ship]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=35008FS2 Data Structure2011-06-06T00:46:07Z<p>Zacam: Feck it. Updating the page in one go to keep concise formatting.</p>
<hr />
<div><font color=cyan>Although some expert hand has been through the page, where the (original) writer has doubts is marked in blue colour.</font><br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be auto-generated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likely hood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and: [[%2A.JPG]], [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]], for images, and [[.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.PNG]] or [[%2A.DDS]] as/and [[%2A.EFF]] are the preferred formats.<br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.</font><br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TGA]], [[%2A.PNG]] and [[%2A.DDS]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related images. Example: every ship shield graphic uses five images, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations and <font color=red>[[%2A.EFF]]</font>.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]] and [[%2A.EFF]] formats.</font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former and: [[%2A.JPG]], [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
<br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' [[%2A.PCX]], <font color=red>[[%2A.DDS]], [[%2A.PNG]]</font> and [[%2A.FS2]] files.<br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips up to 16bit - 22kHz - 2 channels.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself, and are the settings for the HUD Options screen.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] images<br />
**'''<font color=red>SCP fs2_open''': [[%2A.PNG]] and [[%2A.DDS]] files.</font><br />
<br />
====multi====<br />
*'''Contents:''' Game data of multiplayer pilots.<br />
*'''Supported files:''' [[%2A.PLR]] files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**Each pilot consists of several files:<br />
***One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.<br />
***Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.<br />
***<font color=red>FSO: [[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**Do not use pilot names longer than 32 characters. The game has problems with them, ie. use short pilot names.<br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: The above format and: [[%2A.PNG]], [[%2A.DDS]] images can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
<br />
==Loading order==<br />
Although each kind of game data has its right folder, they are really looked for in some related folders. As an example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg, vp)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, jpg, tga, eff, png, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, jpg, tga, eff, png, dds)<br />
/data/fonts (vf)<br />
/data/effects (neb, pcx, ani, jpg, tga, eff, png, dds)<br />
/data/hud (pcx, ani, tga, png, dds)<br />
/data/players (plr, csg)<br />
/data/players/images (pcx, png, dds)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, png, dds, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx, png, dds)<br />
/data/demos (fsd)<br />
/data/cbanims (ani, eff, png, dds)<br />
/data/intelanims (ani, eff, png, dds)<br />
/data/scripts (lua, lc)<br />
<br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=*.PNG&diff=35007*.PNG2011-06-06T00:20:10Z<p>Zacam: Redirected page to Graphic Files</p>
<hr />
<div>#REDIRECT [[Graphic Files]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=*.SDR&diff=35006*.SDR2011-06-06T00:05:31Z<p>Zacam: Redirected page to OpenGL Shaders (GLSL)</p>
<hr />
<div>#REDIRECT [[OpenGL_Shaders_(GLSL)]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=*.PCX&diff=35005*.PCX2011-06-06T00:04:05Z<p>Zacam: Redirected page to Graphic Files</p>
<hr />
<div>#REDIRECT [[Graphic Files]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=*.DDS&diff=35004*.DDS2011-06-06T00:03:54Z<p>Zacam: Redirected page to Graphic Files</p>
<hr />
<div>#REDIRECT [[Graphic Files]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=*.JPG&diff=35003*.JPG2011-06-06T00:03:43Z<p>Zacam: Redirected page to Graphic Files</p>
<hr />
<div>#REDIRECT [[Graphic Files]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=*.TGA&diff=35002*.TGA2011-06-06T00:03:30Z<p>Zacam: Redirected page to Graphic Files</p>
<hr />
<div>#REDIRECT [[Graphic Files]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=35001FS2 Data Structure2011-06-05T23:58:05Z<p>Zacam: /* music */</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] [[%2A.PNG]] and [[%2A.TGA]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]], [[%2A.PNG]] and [[%2A.TGA]] formats.</font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: %2A.PCX bitmaps.<br />
**<font color=red>SCP fs2_open: The former and [[%2A.DDS]], [[%2A.PNG]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.</font><br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips up to 16bit - 22kHz - 2 channels.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=35000FS2 Data Structure2011-06-05T23:57:29Z<p>Zacam: /* maps */</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] [[%2A.PNG]] and [[%2A.TGA]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]], [[%2A.PNG]] and [[%2A.TGA]] formats.</font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: %2A.PCX bitmaps.<br />
**<font color=red>SCP fs2_open: The former and [[%2A.DDS]], [[%2A.PNG]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.</font><br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=34999FS2 Data Structure2011-06-05T23:57:02Z<p>Zacam: /* maps */</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] [[%2A.PNG]] and [[%2A.TGA]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]], [[%2A.PNG]] and [[%2A.TGA]] formats.</font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: %2A.PCX bitmaps.<br />
**<font color=red>SCP fs2_open: The former and [[%2A.DDS]], [[%2A.PNG]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=34998FS2 Data Structure2011-06-05T23:55:17Z<p>Zacam: /* interface */</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] [[%2A.PNG]] and [[%2A.TGA]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]], [[%2A.PNG]] and [[%2A.TGA]] formats.</font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=34997FS2 Data Structure2011-06-05T23:54:00Z<p>Zacam: /* hud */</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] [[%2A.PNG]] and [[%2A.TGA]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
**<font color=red><font color=cyan>As an exception, fs2_open doesn't require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).</font></font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=34996FS2 Data Structure2011-06-05T23:52:32Z<p>Zacam: /* config */</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
**<font color=red><font color=cyan>As an exception, fs2_open doesn't require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).</font></font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=34995FS2 Data Structure2011-06-05T23:51:20Z<p>Zacam: /* config */ - Update to enumerate what Config types are.</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents:'''</font>Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files:'''</font>[[%2A.CFG]] files.<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
**<font color=red><font color=cyan>As an exception, fs2_open doesn't require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).</font></font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=34994FS2 Data Structure2011-06-05T23:47:45Z<p>Zacam: /* cache */ - Minor update for .BX format from go_faster code</p>
<hr />
<div><font color=yellow>'''WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!'''</font><br />
<br />
<font color=cyan>Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.</font><br />
<br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to ''"compile"'' them in order to use them. So each original ''AnyShip.pof'' generates one compiled and ready to use ''AnyShip.ibx'' file <font color=red>(and also one ''AnyShip.tsb'' in SCP fs2_open)</font>.<br />
*'''Supported files:''' <br />
**Retail: [[%2A.IBX]] model cache files.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).</font><br />
**<font color=red>As of SCP Revision 6627, the .ibx and .tsb formats have been merged and replaced with a single .BX extension file.</font><br />
*'''Notes:'''<br />
**The content of this folder can be autogenerated by FS2.<br />
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.<br />
**FS2 detects model upgrades so it rebuilds cache files if they don't match. BUT sometimes corrupted cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.CFG]] files</font>.<br />
<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likelyhood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.<br />
<br />
<br />
===fonts===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files.</font><br />
<br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.<font color=cyan>Is jpg supported here? Are dds, jpg and tga fully supported for everything?</font></font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
**<font color=red><font color=cyan>As an exception, fs2_open doesn't require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).</font></font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.<br />
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
**<font color=cyan>[[%2A.MSB]] files ????</font><br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.PCX]] and [[%2A.FS2]] files. ???????</font><br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] bitmaps.<br />
<br />
====multi====<br />
*<font color=cyan>'''Contents:''' Game data of multiplayer pilots.</font><br />
*<font color=cyan>'''Supported files:''' [[%2A.PLR]] files. </font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**<font color=cyan>Each pilot consists of several files:</font><br />
***<font color=cyan>One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.</font><br />
***<font color=cyan>Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.</font><br />
**<font color=cyan>[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**<font color=cyan>Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.</font><br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
==Loading order==<br />
<font color=cyan>Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, eff, tga, jpg, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, tga, dds)<br />
/data/fonts (vf)<br />
/data/effects (ani, eff, pcx, neb, tga, jpg, dds)<br />
/data/hud (ani, pcx, tga, dds)<br />
/data/players ()<br />
/data/players/images (pcx)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx)<br />
/data/demos (fsd)<br />
/data/cbanims (ani)<br />
/data/intelanims (ani)<br />
/data/scripts (lua, lc)<br />
</font><br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Graphic_Files&diff=34993Graphic Files2011-06-05T23:35:21Z<p>Zacam: Minor reading enhancements</p>
<hr />
<div>Retail FreeSpace 2 only supports the PCX format for non-animated graphics. However, FreeSpace 2 Open is able to use several different '''graphic file formats'''. These include the [[Wikipedia:PCX|.PCX file format]] which was originally supported by the retail FreeSpace 2. In addition to this the game is able to make use of several other graphic file formats which are [[Wikipedia:JPEG|.JPG]], [[Wikipedia:Truevision_TGA|.TGA]] and more recently [[Wikipedia:DirectDraw_Surface|.DDS]] and [[Wikipedia:Portable_Network_Graphics|.PNG]] file formats. Of these the .DDS file format is the most often used with FreeSpace 2 Open modifications.<br />
<br />
For animated effects and textures see [[Multimedia Files]].<br />
<br />
==DDS==<br />
DDS is a compressed texture format that is supported by FreeSpace SCP. Any modeler should use DDS for their textures as much as possible, as it is 1/2 the size of a PCX and 1/8 the size of a TGA image.<br />
<br />
Some low-end video cards are unable to display DDS textures under the FreeSpace engine; if you have this problem, use a batch-conversion program such as [http://www.irfanview.com IrfanView] to convert the offending DDS files to a supported format (such as .PNG) and use the -mipmap Launcher/Commandline flag. <br />
<br />
===Background===<br />
The DDS File format was created by Microsoft for its DirectX graphics API, however, it has become a general format for textures and is supported (via S3TC Extension) by OpenGL (the graphics API the FS2 SCP uses). The official description of DDS is "The Microsoft DirectDraw Surface (DDS) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data."<br />
<br />
===Tools===<br />
Several tools exist for working with this format, besides any tools created by the FS2 SCP team. These tools are detailed at the [http://developer.nvidia.com/object/nv_texture_tools.html nVidia website] and should be useful.<br />
<br />
===Usage of DDS===<br />
The primary note to any texturer using the DDS file format is that even if DDS enables you to have twice the texture size, doesn't mean you should use all the available memory.<br />
<br />
<br />
==PNG==<br />
Portable Network Graphics support is a rather recent addition to the SCP code base (Feb 05, 2010), where it has been making it's rounds as an intermediary format for testing created UVMaps, and being used in effects, anims (as EFFs) and some background pieces, as well as most heavily used in Interface elements.<br />
<br />
The format is great for testing created, un-finalized ship maps, because it is a loss-less format and doesn't suffer DXT compression or re-compression artifacts like DDS does. And the results can often be a smaller file than an uncompressed DDS if you're needing to share the work. However, since mip-mapping doesn't occur with PNG, final distribution should be done in DDS (which PNG will convert to nicely, including with any alpha channel information).<br />
<br />
As interface artwork goes, PNG is excellent in that it provides far more color depth than PCX and affords semi- or gradient transparency to elements, and has a slightly lower over head than the same files in TGA.<br />
<br />
PNG is also a format that can be saved to by any number of image file editors/converters, generally without the need for any special plugins or modules, and can also be natively loaded in many 3D modeling programs or save to from the modeling program.<br />
<br />
<br />
==JPG==<br />
<br />
JPG (or JPEG) files are compressed images that can be opened in virtually all popular graphic utilities, including Microsoft Paint. They use the same amount of graphics memory as 24 bit TGA images do, but they often have lots of compression artefacts. The compression in JPG files can be very noticeable, which is why they are almost never used by FreeSpace modders. Only potential benefit from using JPG images would be to save the actual image file size, but as this happens at considerable cost in image quality and without any degree lower graphics memory usage as TGA images, it is often avoided.<br />
<br />
<br />
==PCX==<br />
<br />
PCX were the first of the graphic files introduced to FreeSpace. Generally speaking, these files are among the largest graphic files used in FreeSpace. However, a lot of modders still use PCXs since it is the most compatible graphic file known inside FreeSpace. Earlier the TGA and JPG format files caused some graphical issues in game as it needed the command line option '''-jpgtga''' (see [[Command-Line_Reference]]) to work. However, this command line option [[Deprecation|is no longer in use]] and game loads TGA and JPG format files automatically.<br />
<br />
===Tools===<br />
PCX is a image format that is less well supported in the standard imaging editing software such as Microsoft Paint. However, advanced image editing programs such as Photoshop or the [[GIMP]] can easily save PCX files.<br />
<br />
<br />
==TGA==<br />
<br />
The FreeSpace 2 retail source code contained unimplemented support for TGA textures. FreeSpace 2 Open, however, fully supports these textures. The old [[Lightspeed's Nebula Pack]] is a common background add-on that uses large TGAs, so you may want to convert the Lightspeed files to a more efficient format before using them.<br />
<br />
<br />
[[Category:File Types]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Graphic_Files&diff=34992Graphic Files2011-06-05T23:30:29Z<p>Zacam: Added PNG format to the list, along with redirect page to this article from .PNG</p>
<hr />
<div>Retail FreeSpace 2 only supports the PCX format for non-animated graphics. However, FreeSpace 2 Open is able to use several different '''graphic file formats'''. These include the [[Wikipedia:PCX|.PCX file format]] which was originally supported by the retail FreeSpace 2. In addition to this the game is able to make use of several other graphic file formats which are [[Wikipedia:JPEG|.JPG]], [[Wikipedia:Truevision_TGA|.TGA]] and more recently [[Wikipedia:DirectDraw_Surface|.DDS]] file formats. Of these the .DDS file format is the most often used with FreeSpace 2 Open modifications.<br />
<br />
For animated effects and textures see [[Multimedia Files]].<br />
<br />
==DDS==<br />
DDS is a compressed texture format that is supported by FreeSpace SCP. Any modeler should use DDS for their textures as much as possible, as it is 1/2 the size of a PCX and 1/8 the size of a TGA image.<br />
<br />
Some low-end video cards are unable to display DDS textures under the FreeSpace engine; if you have this problem, use a batch-conversion program such as [http://www.irfanview.com IrfanView] to convert the offending DDS files to .PCX. <br />
<br />
===Background===<br />
The DDS File format was created by Microsoft for its DirectX graphics API, however, it has become a general format for textures and is supported (via S3TC Extension) by OpenGL (the graphics API the FS2 SCP uses). The official description of DDS is "The Microsoft DirectDraw Surface (DDS) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data."<br />
<br />
===Tools===<br />
Several tools exist for working with this format, besides any tools created by the FS2 SCP team. These tools are detailed at the [http://developer.nvidia.com/object/nv_texture_tools.html nVidia website] and should be useful.<br />
<br />
===Usage of DDS===<br />
The primary note to any texturer using the DDS file format is that even if DDS enables you to have twice the texture size, doesn't mean you should use all the available memory.<br />
<br />
<br />
==PNG==<br />
[http://en.wikipedia.org/wiki/Portable_Network_Graphics Portable Network Graphics] support is a rather recent addition to the SCP code base (Feb 05, 2010), where it has been making it's rounds as an intermediary format for testing created UVMaps, and being used in effects, anims (as EFFs) and some background pieces, as well as most heavily used in Interface elements.<br />
<br />
The format is great for testing created, un-finalized ship maps, because it is a loss-less format and doesn't suffer DXT compression or re-compression artifacts like DDS does. And the results can often be a smaller file than an uncompressed DDS if you're needing to share the work. However, since mip-mapping doesn't occur with PNG, final distribution should be done in DDS (which PNG will convert to nicely, including with any alpha channel information).<br />
<br />
As interface artwork goes, PNG is excellent in that it provides far more color depth than PCX and affords semi- or gradient transparency to elements, and has a slightly lower over head than the same files in TGA.<br />
<br />
PNG is also a format that can be saved to by any number of image file editors/converters, generally without the need for any special plugins or modules, and can also be natively loaded in many 3D modeling programs or save to from the modeling program.<br />
<br />
<br />
==JPG==<br />
<br />
JPG (or JPEG) files are compressed images that can be opened in virtually all popular graphic utilities, including Microsoft Paint. They use the same amount of graphics memory as 24 bit TGA images do, but they often have lots of compression artefacts. The compression in JPG files can be very noticeable, which is why they are almost never used by FreeSpace modders. Only potential benefit from using JPG images would be to save the actual image file size, but as this happens at considerable cost in image quality and without any degree lower graphics memory usage as TGA images, it is often avoided.<br />
<br />
<br />
==PCX==<br />
<br />
PCX were the first of the graphic files introduced to FreeSpace. Generally speaking, these files are among the largest graphic files used in FreeSpace. However, a lot of modders still use PCXs since it is the most compatible graphic file known inside FreeSpace. Earlier the TGA and JPG format files caused some graphical issues in game as it needed the command line option '''-jpgtga''' (see [[Command-Line_Reference]]) to work. However, this command line option [[Deprecation|is no longer in use]] and game loads TGA and JPG format files automatically.<br />
<br />
===Tools===<br />
PCX is a image format that is less well supported in the standard imaging editing software such as Microsoft Paint. However, advanced image editing programs such as Photoshop or the [[GIMP]] can easily save PCX files.<br />
<br />
<br />
==TGA==<br />
<br />
The FreeSpace 2 retail source code contained unimplemented support for TGA textures. FreeSpace 2 Open, however, fully supports these textures. The old [[Lightspeed's Nebula Pack]] is a common background add-on that uses large TGAs, so you may want to convert the Lightspeed files to a more efficient format before using them.<br />
<br />
<br />
[[Category:File Types]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=.PNG&diff=34991.PNG2011-06-05T23:13:58Z<p>Zacam: Redirected page to Graphic Files</p>
<hr />
<div>#REDIRECT [[Graphic Files]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Category:File_Types&diff=34990Category:File Types2011-06-05T23:12:49Z<p>Zacam: /* Binary filetypes */ - Added .PNG to list</p>
<hr />
<div>== Binary filetypes ==<br />
[[*.VP]] - Container format used to package all kinds of files for release. (You may say a Freespace ZIP file)<br />
<br>[[*.POF]] - Stores model geometry information for all objects in-game (ie ships, asteroids, etc)<br />
<br>[[*.PLR/*.PL2]] - Store player progress information<br />
<br>[[*.CSG/*.CSS]] - Store campaign progress(CSG)/scoring(CSS) information (Obsolete)<br />
<br>[[*.CS2]] - Stores campaign progress and scoring data<br />
<br>[[*.IBX]] - Caches model geometry data for fast loading<br />
<br>[[*.ANI]] - Animation files<br />
<br>[[.PCX]] - Retail FreeSpace's texture file type<br />
<br>[[.TGA]], [[.JPG]], [[.PNG]] and [[.DDS]] - Extra texture files supported by SCP<br />
<br />
== ASCII/Text filetypes ==<br />
[[*.FS2]] - Mission files<br />
<br>[[*.TBL]] - Store statistics on all kinds of things<br />
[[*.TBM]] - Extend table data modularly<br />
<br>[[*.EFF]] - Stores information on animated effects<br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Texturing&diff=34989Texturing2011-06-05T23:10:30Z<p>Zacam: Slight formating for better readability.</p>
<hr />
<div>==General==<br />
<br />
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well. There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages. I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well. This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping. The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer's intentions as to what function each section should serve. However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map. Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn't an effective substitute.<br />
<br />
Texture tiling: This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly. When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable. As a general rule of thumb, don't create large expances of unbroken hull and you won't have this problem. If you can't get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up. Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here. Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures. I start out usually by applying a box UV map to the whole object, and then work from there. This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings. I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want. I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected "pole" effect around the ends which is difficult to rectify. For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it. See what you can come up with. And that's all of the texture section until someone who is better at it than I am comes along and fixes this page up.<br />
<br />
==Choosing dimensions==<br />
When making textures for models always use dimensions that are equal to 2<sup>n</sup> (2 to the power of some number), this means these numbers:<br />
<br />
16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.<br />
<br />
*Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512. Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.<br />
<br />
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher "Use Large textures") this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 & 3 cards.<br />
<br />
*1024 - This is the maximum texture size for many older cards that aren't voodoo, a TNT2 for example would have this maximum.<br />
<br />
*2048 - This is the maximum texture size for many older ATI cards. So it is recommended to use this as maximum as a general rule.<br />
<br />
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that's more memory for one texture than the TNT2 has in in total.<br />
<br />
So what happens if you don't use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.<br />
<br />
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.<br />
<br />
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won't look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.<br />
<br />
==SCP Team Recommendations==<br />
The new HT&L feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.<br />
<br />
<br />
===Textures===<br />
<br />
# Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.<br />
# Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).<br />
#*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). <br />
#**Tip: See if the program you use to compress has a High Quality option. With the nvdxt cmdline program, the switch is: -quality_highest<br />
#*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn't get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.<br />
# For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.<br />
<br />
<br />
===Models===<br />
<br />
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. FreeSpace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.<br />
<br />
<br />
==Texture Types==<br />
FreeSpace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of FreeSpace 2 Textures. As of Feb 05, 2010, PNG Support was made available to the engine as well.<br />
<br />
''Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]''.<br />
<br />
<br />
<font color=cyan>'''Important note about Squadron Insignias'''</font><br />
<br />
Squadron Insignias, used on pof models which have included its support, are stored in '''''/data/players/squads''''', not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].<br />
<br />
<br />
==Texture naming conventions==<br />
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.<br />
<br />
<br />
<font color=cyan>'''Important note about Models and Texture Loading'''</font><br />
<br />
As it has happened at least once, this should be defined for future notice. The POF _only_ needs to ever have the colour map (also known as Base Map or Diffuse Map) defined. All of the other types (-normal, -glow, -shine etc) do not need to be defined in the POF so long as they share the same prefix of the name.<br><br />
Ex: MyShip.dds defined in the POF will have MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds loaded by the game engine should they exist because the "MyShip" part links them together.<br />
<br />
<br />
====TextureName.xxx====<br />
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency, but for the most part, does not need one at all. DXT1 (non-alpha) is the typical format for this map.<br />
<br />
<br />
====TextureName''-glow''.xxx====<br />
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.<br />
<br />
<font color=cyan>'''NOTE''':</font> Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.<br />
<br />
<br />
====TextureName''-shine''.xxx====<br />
This is the Specular map of the model, once again using the UV’s for the model. The -Shine maps RGB channels are additive to the Diffuse map, hence why many will appear (when viewing in a texture viewer) to be darker than the diffuse map. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.<br />
<br />
<font color=cyan>'''NOTE about environmental mapping''':</font> Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:<br />
* No available -shine map. There won't be any env mapping effect either.<br />
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.<br />
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values, where brighter areas in the Alpha channel whil have a higher level of reflection and be "glass" like the brighter it gets.<br />
<br />
<br />
====TextureName''-trans''.xxx====<br />
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as ''-shine'' or ''-glow'' map (for example '''TextureName''-trans-glow'''''). Unless more info is stated, this kind of texture is [[Deprecation|deprecated]] or useless. Transparency is currently set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]).<br />
<br />
<font color=cyan>Note:</font> unlike with other textures, simply providing an extra MyShip-trans texture doesn't work. You must actually name your base texture MyShip-trans and do so also in the pof file. So instead of ''MyShip.dds'', ''MyShip-normal.dds'' and ''MyShip-trans.dds'', you need '''MyShip-trans.dds''' and '''MyShip-trans-normal.dds'''.<br />
<br />
<br />
==New texture types within GLSL rendering==<br />
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.<br />
<br />
<br />
====TextureName''-normal''.xxx====<br />
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance. This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.<br />
<br />
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.<br />
<br />
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.<br />
<br />
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using "Save As - DXT5_NM" and then manipulating the channel data is a bad idea and provides limited control of your output.)<br />
<br />
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don't Panic! Nothing has gone wrong as you will see once it is in-game.<br />
<br />
<br />
====TextureName''-height''.xxx====<br />
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag<br />
<br />
<br />
==Animated Textures==<br />
FreeSpace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by FreeSpace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.<br />
<br />
All .EFF image files must be in the same format, but can be in any format FreeSpace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.<br />
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.<br />
<br />
'''$Type:''' XXX - Defines the type of file being used, can be DDS, PNG, TGA, JPG, PCX<br />
<br />
'''$Frames:''' XX - Defines the number of Frames in the total (looping) animation.<br />
<br />
'''$FPS:''' XX - The Frame Per Second speed of the animation.<br />
<br />
<br />
This file should be saved in the textures folder of your project alongside the images themselves.<br />
<br />
<br />
===Effect textures===<br />
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.<br />
<br />
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.<br />
<br />
<br />
==Alpha Channel management==<br />
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:<br />
<br />
*<font color=cyan> '''Bitmap formats with no alpha channel''':</font> The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn't apply to ship textures where you can have black shown pixels.<br />
*<font color=cyan> '''DXT1a DDS textures''':</font> They have 1 bit alpha channel, (DXT1c ones don't have alpha channel), but this channel is ignored. They behave as textures without alpha channel.<br />
*<font color=cyan> '''Other formats with alpha channel''':</font> Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.<br />
*<font color=cyan> '''Normal Map alpha channel''':</font> There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMap Filter).<br />
<br />
<br />
==Wiki articles index==<br />
*[[Herra Tohtori's texturing tutorial]]<br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Texturing&diff=34988Texturing2011-06-05T22:55:13Z<p>Zacam: /* Texture Types */ - Slight updates to correct some details and to add PNG to listed formats.</p>
<hr />
<div>==General==<br />
<br />
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well. There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages. I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well. This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping. The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer's intentions as to what function each section should serve. However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map. Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn't an effective substitute.<br />
<br />
Texture tiling: This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly. When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable. As a general rule of thumb, don't create large expances of unbroken hull and you won't have this problem. If you can't get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up. Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here. Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures. I start out usually by applying a box UV map to the whole object, and then work from there. This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings. I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want. I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected "pole" effect around the ends which is difficult to rectify. For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it. See what you can come up with. And that's all of the texture section until someone who is better at it than I am comes along and fixes this page up.<br />
<br />
==Choosing dimensions==<br />
When making textures for models always use dimensions that are equal to 2<sup>n</sup> (2 to the power of some number), this means these numbers:<br />
<br />
16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.<br />
<br />
*Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512. Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.<br />
<br />
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher "Use Large textures") this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 & 3 cards.<br />
<br />
*1024 - This is the maximum texture size for many older cards that aren't voodoo, a TNT2 for example would have this maximum.<br />
<br />
*2048 - This is the maximum texture size for many older ATI cards. So it is recommended to use this as maximum as a general rule.<br />
<br />
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that's more memory for one texture than the TNT2 has in in total.<br />
<br />
So what happens if you don't use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.<br />
<br />
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.<br />
<br />
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won't look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.<br />
<br />
==SCP Team Recommendations==<br />
The new HT&L feature of FreeSpace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in FreeSpace 2.<br />
<br />
===Textures===<br />
<br />
# Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.<br />
# Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. FreeSpace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).<br />
#*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). <br />
#**Tip: See if the program you use to compress has a High Quality option. With the nvdxt cmdline program, the switch is: -quality_highest<br />
#*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn't get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.<br />
# For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.<br />
<br />
===Models===<br />
<br />
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. FreeSpace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of FreeSpace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.<br />
<br />
==Texture Types==<br />
FreeSpace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of FreeSpace 2 Textures. As of Feb 05, 2010, PNG Support was made available to the engine as well.<br />
<br />
''Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]''.<br />
<br />
===Important note about Squadron Insignias===<br />
Squadron Insignias, used on pof models which have included its support, are stored in '''''/data/players/squads''''', not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].<br />
<br />
===Texture naming conventions===<br />
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.<br />
<br />
===Important note about Models and Texture Loading===<br />
As it has happened at least once, this should be defined for future notice. The POF _only_ needs to ever have the colour map (also known as Base Map or Diffuse Map) defined. All of the other types (-normal, -glow, -shine etc) do not need to be defined in the POF so long as they share the same prefix of the name.<br><br />
Ex: MyShip.dds defined in the POF will have MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds loaded by the game engine should they exist because the "MyShip" part links them together.<br />
<br />
====TextureName.xxx====<br />
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency, but for the most part, does not need one at all. DXT1 (non-alpha) is the typical format for this map.<br />
<br />
====TextureName''-glow''.xxx====<br />
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.<br />
<br />
'''NOTE:''' Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.<br />
<br />
====TextureName''-shine''.xxx====<br />
This is the Specular map of the model, once again using the UV’s for the model. The -Shine maps RGB channels are additive to the Diffuse map, hence why many will appear (when viewing in a texture viewer) to be darker than the diffuse map. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.<br />
<br />
'''NOTE about environmental mapping:''' Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:<br />
* No available -shine map. There won't be any env mapping effect either.<br />
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.<br />
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values, where brighter areas in the Alpha channel whil have a higher level of reflection and be "glass" like the brighter it gets.<br />
<br />
====TextureName''-trans''.xxx====<br />
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as ''-shine'' or ''-glow'' map (for example '''TextureName''-trans-glow'''''). Unless more info is stated, this kind of texture is [[Deprecation|deprecated]] or useless. Transparency is currently set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]).<br />
<br />
Note: unlike with other textures, simply providing an extra MyShip-trans texture doesn't work. You must actually name your base texture MyShip-trans and do so also in the pof file. So instead of ''MyShip.dds'', ''MyShip-normal.dds'' and ''MyShip-trans.dds'', you need '''MyShip-trans.dds''' and '''MyShip-trans-normal.dds'''.<br />
<br />
===New texture types within GLSL rendering===<br />
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.<br />
<br />
====TextureName''-normal''.xxx====<br />
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance. This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.<br />
<br />
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.<br />
<br />
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.<br />
<br />
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using "Save As - DXT5_NM" and then manipulating the channel data is a bad idea and provides limited control of your output.)<br />
<br />
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don't Panic! Nothing has gone wrong as you will see once it is in-game.<br />
<br />
====TextureName''-height''.xxx====<br />
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag<br />
<br />
<br />
===Animated Textures===<br />
FreeSpace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by FreeSpace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.<br />
All .EFF image files must be in the same format, but can be in any format FreeSpace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.<br />
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.<br />
<br />
'''$Type:''' XXX - Defines the type of file being used, can be DDS, PNG, TGA, JPG, PCX<br />
<br />
'''$Frames:''' XX - Defines the number of Frames in the total (looping) animation.<br />
<br />
'''$FPS:''' XX - The Frame Per Second speed of the animation.<br />
<br />
<br />
This file should be saved in the textures folder of your project alongside the images themselves.<br />
<br />
<br />
===Effect textures===<br />
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.<br />
<br />
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.<br />
<br />
<br />
===Alpha Channel management===<br />
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:<br />
<br />
* '''Bitmap formats with no alpha channel'''. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn't apply to ship textures where you can have black shown pixels.<br />
* '''DXT1a DDS textures'''. They have 1 bit alpha channel, (DXT1c ones don't have alpha channel), but this channel is ignored. They behave as textures without alpha channel.<br />
* '''Other formats with alpha channel'''. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.<br />
*'''Normal Map alpha channel'''. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMap Filter).<br />
<br />
==Wiki articles index==<br />
*[[Herra Tohtori's texturing tutorial]]<br />
<br />
[[Category:Modding]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Good-secondary-time&diff=34427Good-secondary-time2011-04-28T17:10:27Z<p>Zacam: </p>
<hr />
<div> Set preferred secondary weapons<br />
This sexpression is used to inform the AI about preferred secondary weapons to fire during combat.<br />
When this expression is evaluated, any AI ships of the given team prefer to fire the given weapon at the given ship.<br />
(Preferred over other secondary weapons)<br />
<br />
Takes 4 argument...<br />
1: Team name which will prefer firing given weapon<br />
2: Maximum number of this type of weapon above team can fire.<br />
3: Weapon name (list includes only the valid weapons for this expression<br />
4: Ship name at which the above named team should fire the above named weapon<br />
<br />
==Comments==<br />
*Good-secondary-time forces the AI to use a specific secondary weapon (chosen from a limited list) against a specific ship when attacking that target.<br />
*Only secondary weapons that are marked as "Huge" in the weapon.tbl (or .tbm) will be listed.<br />
<br />
[[category: Retail SEXPs]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34374Ships.tbl2011-04-19T18:00:00Z<p>Zacam: Added more Default Values, spacing corrections.</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 1<br />
*'''+Min Particles:'''<br />
**Default Value: 0<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3f<br />
*'''+Min Radius:'''<br />
**Default Value: 0.7f<br />
*'''+Max Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0f<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.0f}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 80<br />
*'''+Min Particles:'''<br />
**Default Value: 40<br />
*'''+Max Radius:'''<br />
**Default Value: 0.0f<br />
*'''+Min Radius:'''<br />
**Default Value: 0.0f<br />
*'''+Max Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Max Velocity:'''<br />
**Default Value: 0.0f<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0f<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0f}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 100<br />
*'''+Min Particles:'''<br />
**Default Value: 50<br />
*'''+Max Radius:'''<br />
**Default Value: 1.5f<br />
*'''+Min Radius:'''<br />
**Default Value: 0.1f<br />
*'''+Max Lifetime:'''<br />
**Default Value: 4.0f<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5f<br />
*'''+Max Velocity:'''<br />
**Default Value: 20.0f<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0f<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0f}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 30<br />
*'''+Min Particles:'''<br />
**Default Value: 15<br />
*'''+Max Radius:'''<br />
**Default Value: 100.0f<br />
*'''+Min Radius:'''<br />
**Default Value: 30.0f<br />
*'''+Max Lifetime:'''<br />
**Default Value: 12.0f<br />
*'''+Min Lifetime:'''<br />
**Default Value: 2.0f<br />
*'''+Max Velocity:'''<br />
**Default Value: 350.0f<br />
*'''+Min Velocity:'''<br />
**Default Value: 50.0f<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0f}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34373Ships.tbl2011-04-19T17:56:07Z<p>Zacam: /* $Ship Splitting Particles: */ - Added Default Values from shipfx.cpp</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 1<br />
*'''+Min Particles:'''<br />
**Default Value: 0<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3f<br />
*'''+Min Radius:'''<br />
**Default Value: 0.7f<br />
*'''+Max Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0f<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.0f}}<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 80<br />
*'''+Min Particles:'''<br />
**Default Value: 40<br />
*'''+Max Radius:'''<br />
**Default Value: 0.0f<br />
*'''+Min Radius:'''<br />
**Default Value: 0.0f<br />
*'''+Max Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Max Velocity:'''<br />
**Default Value: 0.0f<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0f<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0f}}<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34372Ships.tbl2011-04-19T17:54:14Z<p>Zacam: /* $Damage Spew: */ - Added Default Values from shipfx.cpp</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 1<br />
*'''+Min Particles:'''<br />
**Default Value: 0<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3f<br />
*'''+Min Radius:'''<br />
**Default Value: 0.7f<br />
*'''+Max Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.0f<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0f<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.0f}}<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34371Ships.tbl2011-04-19T17:51:21Z<p>Zacam: /* $Impact Spew: */ - Added Default Values from shipfx.cpp</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34370Ships.tbl2011-04-19T06:00:59Z<p>Zacam: Srsly, Wiki, stop annoying me.</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34369Ships.tbl2011-04-19T05:57:19Z<p>Zacam: /* $Ship_Overhead: */ - FFS, can stuff stay where it is supposed to?</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34368Ships.tbl2011-04-19T05:57:02Z<p>Zacam: /* $Ship_Anim: */ - FFS, can stuff stay where it is supposed to?</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34367Ships.tbl2011-04-19T05:56:45Z<p>Zacam: /* $Ship_Icon: */ - FFS, can stuff stay where it is supposed to?</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34366Ships.tbl2011-04-19T05:56:11Z<p>Zacam: /* $Shield_Icon: */ - FFS, can stuff stay where it is supposed to?</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34365Ships.tbl2011-04-19T05:52:45Z<p>Zacam: </p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34364Ships.tbl2011-04-19T05:46:32Z<p>Zacam: /* Primary Weapons */ - Cause I got space and space has me</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
===Secondary Weapons===<br />
<br />
<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34363Ships.tbl2011-04-19T05:43:50Z<p>Zacam: Inserted additional space between some entries for better flow seperation.</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
<br />
<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
<br />
<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34362Ships.tbl2011-04-19T05:35:39Z<p>Zacam: /* $Damage Spew: */ - Corrected link and minor formatting</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
<br />
<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
<br />
<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34361Ships.tbl2011-04-19T05:32:29Z<p>Zacam: /* $Alternate Death Particles: */</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}{{Table3613|<br />
*'''+Max particles:'''<br />
*'''+Min particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
<br />
<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
<br />
<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34360Ships.tbl2011-04-19T05:32:07Z<p>Zacam: /* $Ship Death Particles: */ - Corrected link and removed duplicate entry.</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}{{Table3613|<br />
*'''+Max particles:'''<br />
*'''+Min particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Max particles:'''<br />
*'''+Min particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
<br />
<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
<br />
<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacamhttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=34359Ships.tbl2011-04-19T05:31:24Z<p>Zacam: /* $Ship Splitting Particles: */ - Corrected link and removed duplicate entry.</p>
<hr />
<div>{{Fileversion|7119}}<br />
<br />
<!-- I'll leave these here - commented away - until we can be sure they are not needed<br />
Links to archived versions:<br />
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]<br />
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]<br />
--><br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
<br />
==Ship Template Options==<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$ND:===<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
{{Table3610|<br />
*'''+Max Particles:'''}}{{Table3613|<br />
*'''+Max particles:'''<br />
*'''+Min particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
<br />
<br />
===$Density:===<br />
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn't apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.<br />
*Syntax: '''''Float''''', usually 1<br />
<br />
===$Damp:===<br />
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Rotdamp:===<br />
*Same thing, but for rotational movement.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to maximum velocity<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Same for sliding as the $Forward accel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Decel:===<br />
*Same for sliding as the $Forward decel: is for for normal movement.<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's facing without changing its direction.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode. If > 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}<br />
<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpin effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
*Syntax: '''''String'''''}}<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Min Particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Max particles:'''<br />
*'''+Min particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
*'''+Max particles:'''<br />
*'''+Min particles:'''<br />
*'''+Max Radius:'''<br />
*'''+Min Radius:'''<br />
*'''+Max Lifetime:'''<br />
*'''+Min Lifetime:'''<br />
*'''+Max Velocity:'''<br />
*'''+Min Velocity:'''<br />
*'''+Normal Variance:'''}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
<br />
<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
<br />
<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''}}<br />
<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Power Output:===<br />
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.<br />
*Syntax: '''''Float'''''<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''}}<br />
<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''}}<br />
<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', multiplier of hitpoints repaired per second, '''NOT A PERCENTAGE''', 0.01 equals 1% recharged per second}}<br />
<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds<br />
{{Table3611|<br />
====+Aburn Max Reverse Vel:====<br />
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
====+Aburn Rev accel:====<br />
*Defined only for the reverse acceleration. In same format as $Forward accel:<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Syntax: '''''Float''''', fuel units per second<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Closeup_Pos:===<br />
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
<br />
===$Closeup_Zoom:===<br />
*How the model will show at techroom. How far the camera's zoomed in, defines camera's FOV.<br />
*Syntax: '''''Float''''', radians<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
<br />
*Syntax: '''''String''''', filename<br />
<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
====+Spew Time:====<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**Syntax: '''''String, String'''''<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
<br />
===[[Subsystem]]<nowiki>:</nowiki>===<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible to player to fly the ship<br />
<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another model<br />
<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in FRED.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>Zacam