Weapon expl.tbl

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FSO Revision: 6581
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List of Tables and related code files
* Notes Modular Tables
** Notes tables which only use modular tables
Ai.tbl /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl /asteroid/asteroid.cpp
Autopilot.tbl /autopilot/autopilot.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl /cutscene/cutscenes.cpp
Decals.tbl** /decals/decals.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl /iff_defs/iff_defs.cpp
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl /stats/medals.cpp
Messages.tbl /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Particle effects(-part.tbm)** /particle/effects...
Pixels.tbl /palman/palman.cpp
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl /stats/scoring.cpp
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl /menuui/playermenu.cpp
Traitor.tbl /missionui/missiondebrief.cpp
Tstrings.tbl* /localization/localize.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The weapon_expl.tbl defines the effect lods to use for weapon explosion effects.

This table is one of the Modular Tables and can be extended with xxx-wxp.tbm

General Info

  • Originally, weapon_expl.tbl recorded the number of LODs for each explosion image.
  • Regardless, when FS2 searches for additional LODs, it will use the animation with the specified name for LOD0, and then use "NAME_#" for additional LODs.
    • Example: ExpMissileHit1.eff (LOD 0), ExpMissileHit1_1.eff (LOD1)

General Format

There is really only one section of weapon_expl.tbl, and that section has exactly one entry type.

  • #Start
  • The list of all weapon effects entries
  • #End

Weapon Effect


  • Defines which explosion file this entry is for
  • Syntax: String


  • Defines how many LODs this explosion file has (up to 4)
  • Syntax: Integer, of LODs.


$Name:      ExpMissileHit1
$LOD:       3