FSU Script - Flashy Deaths
The flashy deaths script in Freespace Upgrade's MV_Effects folder is responsible for causing ships to have additional fired and explosion effects during destruction. It was originally written by Wanderer(?), updated by Goober, and updated again by MjnMixael. The original version parsed a set of cfg files. The newest version uses a tbl/tbm setup for easier downstream modifications. This page serves to document the tbl format for the script.
The script parses flashydeaths.tbl
and can be extended with -fexps.tbm
files.
Contents
- 1 Table Syntax
- 1.1 #Ship Class Exp Flashes
- 1.2 #Ship Exp Flashes
- 1.3 #Weapon Exp Flashes
- 1.4 #Explosion Ani Flashes
- 1.5 #Ship Exp Overrides
- 1.6 #End
Table Syntax
#Ship Class Exp Flashes
This section specifies values to use for each ship type from objecttypes
$Name:
- The name of the ship type (fighter, bomber, etc from objecttypes)
- Syntax: String
$Detonation Radius Multiplier:
- The detonation radius
- Syntax: Float
$Detonation Effects:
- The random effects to use
- Must be followed by at least one +Effect entry
+Effect:
- The effect index
- Syntax: Integer
$Detonation Multiplier:
- Multiplier for the detonation occurrence
- Syntax: Float
$Flash Radius Multiplier:
- The radius of the flash effect
- Syntax: Float
$Flash Effect:
- The index of the flash effect to use
- Syntax: Integer
$Blinding Effect Intensity:
- The brightness of the flash blinding
- Limited to values between 0 and 100
- Syntax: Float
$Blinding Effect Duration:
- The length of time for the blinding effect in milliseconds
- Syntax: Integer
$Blinding Effect Distance Multiplier:
- The distance at which the blinding effect is visible
- Syntax: Float
$Blast Effect Delay:
- The delay of the blast effect in seconds
- Syntax: Float
#Ship Exp Flashes
This section specifies values to use for each ship class. Values from here will take priority over values for a ship type from above.
$Name:
- The name of the ship class
- Syntax: String
$Detonation Radius Multiplier:
- The detonation radius
- Syntax: Float
$Detonation Effects:
- The random effects to use
- Must be followed by at least one +Effect entry
+Effect:
- The effect index
- Syntax: Integer
$Detonation Multiplier:
- Multiplier for the detonation occurrence
- Syntax: Float
$Flash Radius Multiplier:
- The radius of the flash effect
- Syntax: Float
$Flash Effect:
- The index of the flash effect to use
- Syntax: Integer
$Blinding Effect Intensity:
- The brightness of the flash blinding
- Limited to values between 0 and 100
- Syntax: Float
$Blinding Effect Duration:
- The length of time for the blinding effect in milliseconds
- Syntax: Integer
$Blinding Effect Distance Multiplier:
- The distance at which the blinding effect is visible
- Syntax: Float
$Blast Effect Delay:
- The delay of the blast effect in seconds
- Syntax: Float
#Weapon Exp Flashes
This section specifies values to use for each ship class. Values from here will take priority over values for a ship type from above.
$Name:
- The name of the weapon class
- Syntax: String
$Flash Radius:
- The radius of the weapon's detonation flash
- Syntax: Integer
$Flash Effect:
- The index of the flash effect to use
- Syntax: Integer
$Blinding Effect Intensity:
- The brightness intensity of the blinding effect
- Limited to values between 0 and 100
- Syntax: Float
$Blinding Effect Duration:
- The duration of the blinding effect in milliseconds
- Syntax: Integer
$Blinding Effect Distance:
- The distance at which the blinding effect will be visible
- Syntax: Integer
#Explosion Ani Flashes
This section lists all the explosion anis to uses as effects
$Filename:
- The filename of the effect to use
- Syntax: String
#Ship Exp Overrides
This section specifies a list of ship classes that will be exempt from any flash deaths effects
$Name:
- The ship class to ignore
- Syntax: String