Difference between revisions of "Weapons.tbl"
From FreeSpace Wiki
m (testing new layout) |
|||
Line 9: | Line 9: | ||
==Weapons Table== | ==Weapons Table== | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===General Format=== | ===General Format=== | ||
Line 36: | Line 30: | ||
*Syntax: ''Name'' | *Syntax: ''Name'' | ||
− | |||
====$Subtype:==== | ====$Subtype:==== | ||
− | + | {{Table36| }} | |
====+Title:==== | ====+Title:==== | ||
Line 69: | Line 62: | ||
$end_multi_text | $end_multi_text | ||
− | + | ||
====$Tech Model:==== | ====$Tech Model:==== | ||
− | *Defines model used in wing loadout screen and in Tech Room for the weapon. | + | {{Table36| |
− | *Syntax: ''Filename.pof'' | + | *Defines model used in wing loadout screen and in Tech Room for the weapon. |
+ | *Syntax: ''Filename.pof''}} | ||
+ | |||
====$HUD Image:==== | ====$HUD Image:==== | ||
+ | {{Table36| | ||
*Defines the picture used to represent the weapon in HUD loadout list | *Defines the picture used to represent the weapon in HUD loadout list | ||
− | *Syntax: ??? | + | *Syntax: ???}} |
− | + | ||
====$Model File:==== | ====$Model File:==== | ||
Line 86: | Line 82: | ||
**Example: ''none'' | **Example: ''none'' | ||
− | |||
====$POF target LOD:==== | ====$POF target LOD:==== | ||
+ | {{Table36| | ||
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view | *Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view | ||
− | *Syntax: ''Value'' | + | *Syntax: ''Value''}} |
+ | |||
====$External Model File:==== | ====$External Model File:==== | ||
+ | {{Table36| | ||
*Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code. | *Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code. | ||
− | *Syntax: ''Filename.pof'' | + | *Syntax: ''Filename.pof''}} |
+ | |||
====$Submodel Rotation Speed:==== | ====$Submodel Rotation Speed:==== | ||
+ | {{Table36| }} | ||
+ | |||
====$Submodel Rotation Acceleration:==== | ====$Submodel Rotation Acceleration:==== | ||
− | + | {{Table36| }} | |
+ | |||
====@Laser Bitmap:==== | ====@Laser Bitmap:==== | ||
Line 149: | Line 151: | ||
*Syntax: ''Value'', (damage value) | *Syntax: ''Value'', (damage value) | ||
− | + | ||
====$Damage Type:==== | ====$Damage Type:==== | ||
− | *Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. REQUIRES ADDITIONAL TABLE. | + | {{Table36| |
− | *Syntax: ''Name'', of the damage type as defined in armor.tbl | + | *Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. '''REQUIRES ADDITIONAL TABLE'''. |
+ | *Syntax: ''Name'', of the damage type as defined in armor.tbl}} | ||
+ | |||
====$Arm time:==== | ====$Arm time:==== | ||
+ | {{Table36| | ||
*Defines the time after the launch that is required before the weapon comes hot | *Defines the time after the launch that is required before the weapon comes hot | ||
*If the time has not been reached when the weapon detonates the Dinky explosion is used | *If the time has not been reached when the weapon detonates the Dinky explosion is used | ||
− | *Syntax: ''Value'', (seconds) | + | *Syntax: ''Value'', (seconds)}} |
+ | |||
====$Arm distance:==== | ====$Arm distance:==== | ||
+ | {{Table36| | ||
*Defines the distance from the firing ships that is required before the weapon comes hot | *Defines the distance from the firing ships that is required before the weapon comes hot | ||
*If the distance has not been reached when the weapon detonates the Dinky explosion is used | *If the distance has not been reached when the weapon detonates the Dinky explosion is used | ||
− | *Syntax: ''Value'', (meters) | + | *Syntax: ''Value'', (meters)}} |
+ | |||
====$Arm radius:==== | ====$Arm radius:==== | ||
+ | {{Table36| | ||
*Defines the distance from the target where the weapon will arm itself | *Defines the distance from the target where the weapon will arm itself | ||
− | *Syntax: ''Value'', (meters) | + | *Syntax: ''Value'', (meters)}} |
+ | |||
====$Detonation Range:==== | ====$Detonation Range:==== | ||
+ | {{Table36| | ||
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate | *Defines the distance from the point in space that the weapon was launched where the weapon will detonate | ||
− | *Syntax: ''Value'', (meters) | + | *Syntax: ''Value'', (meters)}} |
+ | |||
====$Shockwave damage:==== | ====$Shockwave damage:==== | ||
+ | {{Table36| | ||
*Override for the damage caused by shockwaves | *Override for the damage caused by shockwaves | ||
− | *Syntax: ''Value'', (damage value) | + | *Syntax: ''Value'', (damage value)}} |
+ | |||
====$Shockwave Damage Type:==== | ====$Shockwave Damage Type:==== | ||
− | *REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions | + | {{Table36| |
− | *Syntax: ''Name'', as defined in armor.tbl | + | *'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the weapon explosions |
− | + | *Syntax: ''Name'', as defined in armor.tbl}} | |
+ | |||
====$Blast Force:==== | ====$Blast Force:==== | ||
Line 192: | Line 207: | ||
*Maximum radius at which any damage is done | *Maximum radius at which any damage is done | ||
*Syntax: ''Value'', (meters) | *Syntax: ''Value'', (meters) | ||
+ | |||
====$Shockwave Speed:==== | ====$Shockwave Speed:==== | ||
Line 197: | Line 213: | ||
*Syntax: ''Value'', (meters per second) | *Syntax: ''Value'', (meters per second) | ||
− | + | ||
====$Shockwave rotation:==== | ====$Shockwave rotation:==== | ||
+ | {{Table36| | ||
*Defines how the shockwave is rotated. | *Defines how the shockwave is rotated. | ||
− | *Syntax: | + | *Syntax:}} |
+ | |||
====$Shockwave model:==== | ====$Shockwave model:==== | ||
+ | {{Table36| | ||
*Defines the model file (.pof) used as a shockwave for 3D shockwaves. | *Defines the model file (.pof) used as a shockwave for 3D shockwaves. | ||
*Implemented before FS_Open 3.6.5 | *Implemented before FS_Open 3.6.5 | ||
− | *Syntax: ''Name.pof'' | + | *Syntax: ''Name.pof''}} |
+ | |||
====$Shockwave name:==== | ====$Shockwave name:==== | ||
+ | {{Table36| | ||
*Defines the name of the animation used for the shockwave | *Defines the name of the animation used for the shockwave | ||
− | *Syntax: ''Name'' | + | *Syntax: ''Name''}} |
+ | |||
====$Dinky shockwave:==== | ====$Dinky shockwave:==== | ||
+ | {{Table36| | ||
*Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached | *Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached | ||
*It uses exactly same entries as the standard shockwaves | *It uses exactly same entries as the standard shockwaves | ||
Line 222: | Line 245: | ||
*'''+Shockwave Rotation:''' | *'''+Shockwave Rotation:''' | ||
*'''+Shockwave Model:''' | *'''+Shockwave Model:''' | ||
− | *'''+Shockwave Name:''' | + | *'''+Shockwave Name:'''}} |
− | + | ||
====$Armor Factor:==== | ====$Armor Factor:==== | ||
Line 237: | Line 260: | ||
*Syntax: ''Value'', (damage multiplier) | *Syntax: ''Value'', (damage multiplier) | ||
− | + | ||
====$Lifetime Min:==== | ====$Lifetime Min:==== | ||
+ | {{Table36| | ||
*Defines the minimum lifetime of the weapon (countermeasure) | *Defines the minimum lifetime of the weapon (countermeasure) | ||
− | *Syntax: ''Value'', (seconds) | + | *Syntax: ''Value'', (seconds)}} |
+ | |||
====$Lifetime Max:==== | ====$Lifetime Max:==== | ||
+ | {{Table36| | ||
*Defines the maximum lifetime of the weapon (countermeasure) | *Defines the maximum lifetime of the weapon (countermeasure) | ||
− | *Syntax: ''Value'', (seconds) | + | *Syntax: ''Value'', (seconds)}} |
− | + | ||
====$Lifetime:==== | ====$Lifetime:==== | ||
Line 272: | Line 298: | ||
**Syntax: ''Value'', (seconds) | **Syntax: ''Value'', (seconds) | ||
*'''+View Cone:''' | *'''+View Cone:''' | ||
− | **'''Heat-seeking missiles only''', this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. | + | **'''Heat-seeking missiles only''', this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. |
**Syntax: ''Value'', (degrees) | **Syntax: ''Value'', (degrees) | ||
+ | {{Table36| Has been enabled also to aspect seekers.}} | ||
*'''+Min Lock Time:''' | *'''+Min Lock Time:''' | ||
**'''For aspect missiles only''', the minimum number of seconds to gain target lock | **'''For aspect missiles only''', the minimum number of seconds to gain target lock | ||
Line 286: | Line 313: | ||
**'''For aspect missiles only''', extra pixels to move after catching up ???? | **'''For aspect missiles only''', extra pixels to move after catching up ???? | ||
**Syntax: ''Value'', (pixels) | **Syntax: ''Value'', (pixels) | ||
− | + | {{Table36| | |
*'''+Seeker Strength:''' | *'''+Seeker Strength:''' | ||
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as '''cm type effectiveness'''/'''seeker strength'''. | **Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as '''cm type effectiveness'''/'''seeker strength'''. | ||
− | **Syntax: ''Value'', (seeker strength) | + | **Syntax: ''Value'', (seeker strength)}} |
− | + | ||
====$Swarm:==== | ====$Swarm:==== | ||
Line 297: | Line 324: | ||
*Is incompatible with "Corkscrew" option. | *Is incompatible with "Corkscrew" option. | ||
*Syntax: ''Value'' | *Syntax: ''Value'' | ||
− | + | {{Table36| | |
*'''+SwarmWait:''' | *'''+SwarmWait:''' | ||
**Implemented before FS_Open 3.6.5 | **Implemented before FS_Open 3.6.5 | ||
**Defines the time between weapons fired in a swarm | **Defines the time between weapons fired in a swarm | ||
**Syntax: ''Value'', (seconds) | **Syntax: ''Value'', (seconds) | ||
− | ***Default: 0.150 | + | ***Default: 0.150}} |
+ | |||
====$Free Flight Time:==== | ====$Free Flight Time:==== | ||
+ | {{Table36| | ||
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line. | *Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line. | ||
*Syntax: ''Value'', (seconds) | *Syntax: ''Value'', (seconds) | ||
− | **Default: 0.25 | + | **Default: 0.25}} |
− | + | ||
====$LaunchSnd:==== | ====$LaunchSnd:==== | ||
Line 318: | Line 347: | ||
*Syntax: ''Value'', name or identification number of the sound as defined in sounds.tbl | *Syntax: ''Value'', name or identification number of the sound as defined in sounds.tbl | ||
− | + | ||
====$Disarmed ImpactSnd:==== | ====$Disarmed ImpactSnd:==== | ||
+ | {{Table36| | ||
*Sound the weapon makes when it hits a hull before being armed. | *Sound the weapon makes when it hits a hull before being armed. | ||
− | *Syntax: ''Value'', identification number of the sound as defined in sounds.tbl | + | *Syntax: ''Value'', identification number of the sound as defined in sounds.tbl}} |
− | + | ||
====$FlyBySnd:==== | ====$FlyBySnd:==== | ||
Line 328: | Line 358: | ||
*Syntax: ''Value'', name or identification number of the sound as defined in sounds.tbl, usually -1 | *Syntax: ''Value'', name or identification number of the sound as defined in sounds.tbl, usually -1 | ||
− | + | ||
====$Model:==== | ====$Model:==== | ||
+ | {{Table36| | ||
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code. | *Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code. | ||
− | *Syntax: ''Filename.pof'' | + | *Syntax: ''Filename.pof''}} |
− | + | ||
====$Rearm Rate:==== | ====$Rearm Rate:==== | ||
Line 342: | Line 373: | ||
*Syntax: ''Value'', (meters) | *Syntax: ''Value'', (meters) | ||
− | + | ||
====+Weapon Min Range:==== | ====+Weapon Min Range:==== | ||
+ | {{Table36| | ||
*Defines the minimum range to the target where the weapons under AI will still fire. | *Defines the minimum range to the target where the weapons under AI will still fire. | ||
*Implemented before FS_Open 3.6.5 | *Implemented before FS_Open 3.6.5 | ||
− | *Syntax: ''Value'', (meters) | + | *Syntax: ''Value'', (meters)}} |
− | + | ||
====$Flags:==== | ====$Flags:==== | ||
− | *Flags are detailed below, in [[weapons.tbl# | + | *Flags are detailed below, in [[weapons.tbl#Weapon_Flags|weapon flags section]]. |
====$Trail:==== | ====$Trail:==== | ||
Line 381: | Line 413: | ||
*Syntax: ''Filename'' | *Syntax: ''Filename'' | ||
− | + | ||
====$Collide Ship:==== | ====$Collide Ship:==== | ||
+ | {{Table36| | ||
*Hook for [[Scripting.tbl|Lua]] scripting | *Hook for [[Scripting.tbl|Lua]] scripting | ||
*'''Globals:''' "Self", weapon with class that the hook is defined in. "Ship", ship that the weapon collided with. | *'''Globals:''' "Self", weapon with class that the hook is defined in. "Ship", ship that the weapon collided with. | ||
− | *'''Override:''' Turns off all damage effects from weapon, as well as weapon being destroyed. | + | *'''Override:''' Turns off all damage effects from weapon, as well as weapon being destroyed.}} |
+ | |||
+ | {{Table37| | ||
+ | *Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}} | ||
+ | |||
====$Collide Weapon:==== | ====$Collide Weapon:==== | ||
+ | {{Table36| | ||
*Hook for [[Scripting.tbl|Lua]] scripting | *Hook for [[Scripting.tbl|Lua]] scripting | ||
*'''Globals:''' "Self", weapon with class that the hook is defined in. "Weapon", other weapon. | *'''Globals:''' "Self", weapon with class that the hook is defined in. "Weapon", other weapon. | ||
− | *'''Override:''' Turns off weapon killing types with bombs. If two weapons, weapon "A" (arbitrary) is preferred | + | *'''Override:''' Turns off weapon killing types with bombs. If two weapons, weapon "A" (arbitrary) is preferred}} |
− | + | ||
+ | {{Table37| | ||
+ | *Has been replaced with '''#Conditional Hooks''', see [[Scripting.tbl]]}} | ||
+ | |||
====$Impact Explosion:==== | ====$Impact Explosion:==== | ||
Line 401: | Line 442: | ||
*Syntax: ''Value'' | *Syntax: ''Value'' | ||
− | + | ||
====$Dinky impact explosion:==== | ====$Dinky impact explosion:==== | ||
− | *Same as Impact explosion but for Dinky explosions | + | {{Table36| |
+ | *Same as Impact explosion but for Dinky (not armed) explosions}} | ||
+ | |||
====$Dinky impact explosion radius:==== | ====$Dinky impact explosion radius:==== | ||
− | *Same as Impact explosion radius but for Dinky explosions | + | {{Table36| |
− | + | *Same as Impact explosion radius but for Dinky explosions}} | |
+ | |||
====$Muzzleflash:==== | ====$Muzzleflash:==== | ||
Line 430: | Line 474: | ||
**Syntax: ''Value'' | **Syntax: ''Value'' | ||
− | |||
====$Corkscrew:==== | ====$Corkscrew:==== | ||
− | + | {{Table36| | |
*Allow corkscrew parameters to be defined | *Allow corkscrew parameters to be defined | ||
*'''+Num Fired:''' | *'''+Num Fired:''' | ||
Line 448: | Line 491: | ||
*'''+Twist:''' | *'''+Twist:''' | ||
**Defines the speed of rotation movement on the radius of corkscrew motion. | **Defines the speed of rotation movement on the radius of corkscrew motion. | ||
− | **Syntax: ''Value'' (radians per second) | + | **Syntax: ''Value'' (radians per second)}} |
+ | |||
====$Electronics:==== | ====$Electronics:==== | ||
− | + | {{Table36| | |
*Defines the weapons effect against electronics. Requires [[weapons.tbl#"Electronics"|"electronics"]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive. | *Defines the weapons effect against electronics. Requires [[weapons.tbl#"Electronics"|"electronics"]] flag. '''+New Style:''' and '''+Old Style:''' options are mutually exclusive. | ||
*'''+New Style:''' | *'''+New Style:''' | ||
Line 478: | Line 522: | ||
**Syntax: ''Value'', (milliseconds) | **Syntax: ''Value'', (milliseconds) | ||
− | * Without any electronics parameters, a weapon with the "electronics" flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds. Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds. | + | * Without any electronics parameters, a weapon with the "electronics" flag will default to the ''Old Style'' mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds. Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.}} |
+ | |||
====$Spawn Angle:==== | ====$Spawn Angle:==== | ||
− | + | {{Table36| | |
*Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missiles centerline. The maximum possible angle between any two child weapons would be ''Value*2''. | *Defines the cone (with an angle) where the spawned weapons appear. ''Value'' gives the angle from the missiles centerline. The maximum possible angle between any two child weapons would be ''Value*2''. | ||
− | *Syntax: ''Value'', (degrees) | + | *Syntax: ''Value'', (degrees)}} |
+ | |||
====$Local SSM:==== | ====$Local SSM:==== | ||
− | + | {{Table36| | |
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing. | *Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing. | ||
*Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#"local ssm"|local ssm]]''''' flag. | *Weapon must be '''''aspect seeking missile''''' and must have '''''[[Weapons.tbl#"local ssm"|local ssm]]''''' flag. | ||
Line 503: | Line 549: | ||
*'''+Lock Range:''' | *'''+Lock Range:''' | ||
**Defines the maximum range where SSM can achieve target lock | **Defines the maximum range where SSM can achieve target lock | ||
− | **Syntax: ''Value'', (meters) | + | **Syntax: ''Value'', (meters)}} |
+ | |||
====$Countermeasure:==== | ====$Countermeasure:==== | ||
+ | {{Table36| | ||
*Defines the countermeasure effectiveness and radius | *Defines the countermeasure effectiveness and radius | ||
*'''+Heat Effectiveness:''' | *'''+Heat Effectiveness:''' | ||
Line 518: | Line 566: | ||
**Defines the countermeasures effective radius | **Defines the countermeasures effective radius | ||
**Syntax: ''Value'', (meters) | **Syntax: ''Value'', (meters) | ||
− | ***Default: 300 | + | ***Default: 300}} |
− | + | ||
====$BeamInfo:==== | ====$BeamInfo:==== | ||
Line 574: | Line 622: | ||
**What percentage of max width we subtract per second | **What percentage of max width we subtract per second | ||
**Syntax: ''Value'' | **Syntax: ''Value'' | ||
− | + | {{Table36| | |
*'''+Range:''' | *'''+Range:''' | ||
− | |||
**Defines the maximum range where the beam still has any effect. | **Defines the maximum range where the beam still has any effect. | ||
**Syntax: ''Value'', (meters) | **Syntax: ''Value'', (meters) | ||
*'''+Attenuation:''' | *'''+Attenuation:''' | ||
− | |||
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero. | **Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero. | ||
**Syntax: ''Value'', (from 0 - firing point to 1 - no effect) | **Syntax: ''Value'', (from 0 - firing point to 1 - no effect) | ||
− | ***Default: 1 | + | ***Default: 1}} |
− | + | ||
*'''$Section:''' | *'''$Section:''' | ||
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters. | **Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters. | ||
− | + | {{Table36| | |
− | + | :*'''+Index:''' | |
− | + | :**Field used to define with [[Modular Tables]] the beam section which is edited. | |
− | + | :**Syntax: ''Value'', (index number legal values are from 0 to 5)}} | |
− | + | ||
− | + | :*'''+Width:''' | |
− | + | :**Width of the section | |
− | + | :**Syntax: ''Value'' (meters) | |
− | + | :*'''+Texture:''' | |
− | + | :**Texture for the section | |
− | + | :**Syntax: ''Filename'' | |
− | + | :*'''+RGBA Inner:''' | |
− | + | :**Defines the color and transparency of the center of the section | |
− | + | :**Syntax: ''Value Value Value Value'', (Red, Green, Blue, and Alpha respectively, value from 0 to 255) | |
− | + | :***Example: 255 255 255 255 | |
− | + | :*'''+RGBA Outer:''' | |
− | + | :**Defines the color and transparency of the edges of the section | |
− | + | :**Syntax: ''Value Value Value Value'', (Red, Green, Blue, and Alpha respectively, value from 0 to 255) | |
− | + | :***Example: 150 150 150 10 | |
− | + | :*'''+Flicker:''' | |
− | + | :**Defines how much the section flickers | |
− | + | :**Syntax: ''Value'', value from 0 to 1 | |
− | + | :*'''+Zadd:''' | |
− | + | :**Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be. | |
− | + | :**Syntax: ''Value'' | |
− | + | {{Table36| | |
− | + | :*'''+Tile Factor:''' | |
− | + | :**Defines the beam texture tileing factor. Second number defines the tileing 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. | |
− | + | :**Syntax: ''Value'', ''Value'' | |
− | + | :*'''+Translation:''' | |
− | + | :**Implemented before FS_Open 3.6.5 | |
+ | :**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. | ||
+ | :**Syntax: ''Value''}} | ||
+ | |||
====$Pspew:==== | ====$Pspew:==== | ||
− | + | {{Table36| | |
*Defines a particle spew effect for the given weapon | *Defines a particle spew effect for the given weapon | ||
*'''+Count:''' | *'''+Count:''' | ||
Line 642: | Line 691: | ||
*'''+Bitmap: | *'''+Bitmap: | ||
**Defines the animation used to create the particle spew effect | **Defines the animation used to create the particle spew effect | ||
− | **Syntax: ''Filename'' | + | **Syntax: ''Filename''}} |
− | + | ||
====$Tag:==== | ====$Tag:==== | ||
Line 653: | Line 702: | ||
*TAG Level 3 has no effect in retail. | *TAG Level 3 has no effect in retail. | ||
*Syntax: ''TAG level'' ''Value'', (seconds) | *Syntax: ''TAG level'' ''Value'', (seconds) | ||
− | |||
− | |||
====$SSM:==== | ====$SSM:==== | ||
− | + | {{Table36| | |
*Defines the weapons SSM index number: | *Defines the weapons SSM index number: | ||
− | *Syntax: ''Value'' | + | *Syntax: ''Value''}} |
+ | |||
====$FOF:==== | ====$FOF:==== | ||
− | + | {{Table36| | |
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy | *Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy | ||
− | *Syntax: ''Value'', (degrees) | + | *Syntax: ''Value'', (degrees)}} |
+ | |||
====$Shots:==== | ====$Shots:==== | ||
− | + | {{Table36| | |
*Defines the number of shots every time the weapon is fired. | *Defines the number of shots every time the weapon is fired. | ||
− | *Syntax: ''Value'', (number of shots) | + | *Syntax: ''Value'', (number of shots)}} |
+ | |||
====$decal:==== | ====$decal:==== | ||
− | + | {{Table36| | |
*Defines impact decals if they are in use | *Defines impact decals if they are in use | ||
+ | *'''''Currently broken''''' | ||
*'''+texture:''' | *'''+texture:''' | ||
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures) | **Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures) | ||
Line 685: | Line 736: | ||
*'''+burn time:''' | *'''+burn time:''' | ||
**Defines the time the '''''-burn''''' texture appears on the target | **Defines the time the '''''-burn''''' texture appears on the target | ||
− | **Syntax: ''Value'' | + | **Syntax: ''Value''}} |
+ | |||
====$Transparent:==== | ====$Transparent:==== | ||
+ | {{Table36| | ||
*Defines weapon effect as transparent. Enables optional fields for 'alpha animations' | *Defines weapon effect as transparent. Enables optional fields for 'alpha animations' | ||
*'''+Alpha:''' | *'''+Alpha:''' | ||
Line 697: | Line 750: | ||
*'''+Alpha Cycle:''' | *'''+Alpha Cycle:''' | ||
**Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values | **Defines the change in alpha per frame, between '''Alpha''' and '''Alpha Min''' values | ||
− | **Syntax: ''Value'' | + | **Syntax: ''Value''}} |
− | + | ||
==Weapon Flags== | ==Weapon Flags== | ||
Line 740: | Line 793: | ||
==="Player allowed"=== | ==="Player allowed"=== | ||
*Allows this weapon as a player weapon. | *Allows this weapon as a player weapon. | ||
− | + | {{Table36| | |
*'''EXTREMELY IMPORTANT NOTE:''' | *'''EXTREMELY IMPORTANT NOTE:''' | ||
**Whenever you plan to use a weapon as a player one in your campaign or missions, '''DO USE THIS FLAG'''. | **Whenever you plan to use a weapon as a player one in your campaign or missions, '''DO USE THIS FLAG'''. | ||
**Not using it can cause problems within fs_open and it's a BAD MOD DESIGN. You can find examples of some related issues in [http://http://www.hard-light.net/forums/index.php/topic,46032.msg938934.html#msg938934 this thread in HLP forum] or in [http://scp.indiegames.us/mantis/view.php?id=1196 Mantis report #1196]. | **Not using it can cause problems within fs_open and it's a BAD MOD DESIGN. You can find examples of some related issues in [http://http://www.hard-light.net/forums/index.php/topic,46032.msg938934.html#msg938934 this thread in HLP forum] or in [http://scp.indiegames.us/mantis/view.php?id=1196 Mantis report #1196]. | ||
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN. | **In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it's still a BAD DESIGN. | ||
− | **As another possible example: be careful to update "retail" tables if you plan to use Shivan weapons in player fighters. | + | **As another possible example: be careful to update "retail" tables if you plan to use Shivan weapons in player fighters.}} |
− | + | ||
==="Particle Spew"=== | ==="Particle Spew"=== | ||
*Makes the weapon projectile spew out particles | *Makes the weapon projectile spew out particles | ||
− | + | {{Table36| | |
− | *Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]] | + | *Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}} |
− | + | ||
==="EMP"=== | ==="EMP"=== | ||
Line 767: | Line 820: | ||
==="Corkscrew"=== | ==="Corkscrew"=== | ||
*Makes this weapon spiral AND swarm 4. | *Makes this weapon spiral AND swarm 4. | ||
− | + | {{Table36| | |
− | *Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]] | + | *Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}} |
− | + | ||
==="Shudder"=== | ==="Shudder"=== | ||
Line 789: | Line 842: | ||
*Makes weapon capable of causing real damage against ships with "supercap" flag. | *Makes weapon capable of causing real damage against ships with "supercap" flag. | ||
− | + | ==="countermeasure"=== | |
+ | {{Table36| | ||
+ | *Defines the weapon as a countermeasure}} | ||
− | |||
− | |||
==="Ballistic"=== | ==="Ballistic"=== | ||
− | + | {{Table36| | |
*Defines the weapon as a ballistic weapon that needs ammunition. | *Defines the weapon as a ballistic weapon that needs ammunition. | ||
+ | *Make sure you define the size and reload rate for ballistic weapons}} | ||
+ | |||
==="pierce shields"=== | ==="pierce shields"=== | ||
− | + | {{Table36| | |
− | *Causes weapons to penetrate shield without causing damage to it. | + | *Causes weapons to penetrate shield without causing damage to it.}} |
+ | |||
==="no pierce shields"=== | ==="no pierce shields"=== | ||
− | + | {{Table36| | |
− | *Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first. | + | *Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}} |
+ | |||
==="local ssm"=== | ==="local ssm"=== | ||
− | + | {{Table36| }} | |
+ | |||
==="tagged only"=== | ==="tagged only"=== | ||
− | + | {{Table36| | |
− | *Weapon can only be fired at tagged targets | + | *Weapon can only be fired at tagged targets}} |
+ | |||
==="beam no whack"=== | ==="beam no whack"=== | ||
− | + | {{Table36| | |
− | *Disables beam whacking. Practically same as setting beam mass to zero. | + | *Disables beam whacking (push). Practically same as setting beam mass to zero.}} |
+ | |||
==="cycle"=== | ==="cycle"=== | ||
− | + | {{Table36| | |
− | *Causes weapon to alternate between | + | *Causes weapon to alternate between firing points}} |
+ | |||
==="small only"=== | ==="small only"=== | ||
− | + | {{Table36| | |
− | *Causes AI to use the weapon only on small targets (fighters, bombers etc.) | + | *Causes AI to use the weapon only on small targets (fighters, bombers etc.)}} |
+ | |||
==="same turret cooldown"=== | ==="same turret cooldown"=== | ||
− | *Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels | + | {{Table36| |
+ | *Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}} | ||
+ | |||
==="apply no light"=== | ==="apply no light"=== | ||
− | *Prevents light from being applied to the weapon model. | + | {{Table36| |
− | + | *Prevents light from being applied to the weapon model.}} | |
+ | |||
==Countermeasures== | ==Countermeasures== | ||
*Usually not altered. Only one can exist | *Usually not altered. Only one can exist | ||
+ | {{Table36| | ||
+ | *More than one can exist}} | ||
+ | |||
===$Name:=== | ===$Name:=== |
Revision as of 21:15, 25 July 2007
Contents
- 1 Special Case Weapons
- 2 Weapons Table
- 2.1 General Format
- 2.2 Core Table
- 2.2.1 $Name:
- 2.2.2 $Subtype:
- 2.2.3 +Title:
- 2.2.4 +Description:
- 2.2.5 +Tech Title:
- 2.2.6 +Tech Anim:
- 2.2.7 +Tech Description:
- 2.2.8 $Tech Model:
- 2.2.9 $HUD Image:
- 2.2.10 $Model File:
- 2.2.11 $POF target LOD:
- 2.2.12 $External Model File:
- 2.2.13 $Submodel Rotation Speed:
- 2.2.14 $Submodel Rotation Acceleration:
- 2.2.15 @Laser Bitmap:
- 2.2.16 @Laser Glow:
- 2.2.17 @Laser Color:
- 2.2.18 @Laser Color2:
- 2.2.19 @Laser Length:
- 2.2.20 @Laser Head Radius:
- 2.2.21 @Laser Tail Radius:
- 2.2.22 $Mass:
- 2.2.23 $Velocity:
- 2.2.24 $Fire Wait:
- 2.2.25 $Damage:
- 2.2.26 $Damage Type:
- 2.2.27 $Arm time:
- 2.2.28 $Arm distance:
- 2.2.29 $Arm radius:
- 2.2.30 $Detonation Range:
- 2.2.31 $Shockwave damage:
- 2.2.32 $Shockwave Damage Type:
- 2.2.33 $Blast Force:
- 2.2.34 $Inner Radius:
- 2.2.35 $Outer Radius:
- 2.2.36 $Shockwave Speed:
- 2.2.37 $Shockwave rotation:
- 2.2.38 $Shockwave model:
- 2.2.39 $Shockwave name:
- 2.2.40 $Dinky shockwave:
- 2.2.41 $Armor Factor:
- 2.2.42 $Shield Factor:
- 2.2.43 $Subsystem Factor:
- 2.2.44 $Lifetime Min:
- 2.2.45 $Lifetime Max:
- 2.2.46 $Lifetime:
- 2.2.47 $Energy Consumed:
- 2.2.48 $Cargo Size:
- 2.2.49 $Homing:
- 2.2.50 $Swarm:
- 2.2.51 $Free Flight Time:
- 2.2.52 $LaunchSnd:
- 2.2.53 $ImpactSnd:
- 2.2.54 $Disarmed ImpactSnd:
- 2.2.55 $FlyBySnd:
- 2.2.56 $Model:
- 2.2.57 $Rearm Rate:
- 2.2.58 +Weapon Range:
- 2.2.59 +Weapon Min Range:
- 2.2.60 $Flags:
- 2.2.61 $Trail:
- 2.2.62 $Icon:
- 2.2.63 $Anim:
- 2.2.64 $Collide Ship:
- 2.2.65 $Collide Weapon:
- 2.2.66 $Impact Explosion:
- 2.2.67 $Impact Explosion Radius:
- 2.2.68 $Dinky impact explosion:
- 2.2.69 $Dinky impact explosion radius:
- 2.2.70 $Muzzleflash:
- 2.2.71 $EMP Intensity:
- 2.2.72 $EMP Time:
- 2.2.73 $Leech Weapon:
- 2.2.74 $Leech Afterburner:
- 2.2.75 $Corkscrew:
- 2.2.76 $Electronics:
- 2.2.77 $Spawn Angle:
- 2.2.78 $Local SSM:
- 2.2.79 $Countermeasure:
- 2.2.80 $BeamInfo:
- 2.2.81 $Pspew:
- 2.2.82 $Tag:
- 2.2.83 $SSM:
- 2.2.84 $FOF:
- 2.2.85 $Shots:
- 2.2.86 $decal:
- 2.2.87 $Transparent:
- 3 Weapon Flags
- 3.1 "Electronics"
- 3.2 "Spawn Name,Value"
- 3.3 "Remote Detonate"
- 3.4 "Puncture"
- 3.5 "Big Ship"
- 3.6 "Huge"
- 3.7 "Supercap"
- 3.8 "Bomber+"
- 3.9 "child"
- 3.10 "Bomb"
- 3.11 "No Dumbfire"
- 3.12 "in tech database"
- 3.13 "Player allowed"
- 3.14 "Particle Spew"
- 3.15 "EMP"
- 3.16 "Esuck"
- 3.17 "Flak"
- 3.18 "Corkscrew"
- 3.19 "Shudder"
- 3.20 "lockarm"
- 3.21 "beam"
- 3.22 "stream"
- 3.23 "puncture"
- 3.24 "supercap"
- 3.25 "countermeasure"
- 3.26 "Ballistic"
- 3.27 "pierce shields"
- 3.28 "no pierce shields"
- 3.29 "local ssm"
- 3.30 "tagged only"
- 3.31 "beam no whack"
- 3.32 "cycle"
- 3.33 "small only"
- 3.34 "same turret cooldown"
- 3.35 "apply no light"
- 4 Countermeasures
- 5 Player Weapon Precedence
- 6 Sample
Special Case Weapons
Beam Cannons
- REQUIRES: "beam" flag
- REQUIRES: $BeamInfo:
Flak Guns
- REQUIRE: "flak" and "particle spew" flags
- Must have inner and outer radius defined to have any effect.
- Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses particle spew. Trails can also be added.
Weapons Table
General Format
- The weapons table consist of several sections
- All sections beginning with # need #End before the next section.
- #Primary Weapons
- Defines all standard primaries weapons as well as beam cannons and flak cannons.
- #Secondary Weapons
- Defines all secondary weapons.
- #Beam Weapons
- I haven't got any ideas for this one.
- #Countermeasures
- Defines the used countermeasure.
- $Player Weapon Precedence
- 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).
- #Primary Weapons
Core Table
$Name:
- 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. If the weapon has an @ symbol in front of it, it means it's allowed in the demo. It doesn't really do anything in the retail version.
- Syntax: Name
$Subtype:
FS2 Open, 3.6.x:
+Title:
- This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.
- Syntax: XSTR("Title", -1)
+Description:
- 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.
XSTR( "Standard Issue Level 3 Hull Damage Level 2 Shield Damage", -1) $end_multi_text
+Tech Title:
- Title of the weapon in the Tech room. Only needed for player allowed weapons.
- Syntax: XSTR("Title", -1)
+Tech Anim:
- Animation used for the weapon in the Tech room. Only needed for player allowed weapons.
- Syntax: Filename
- Example: Tech_Subach_HL-7
+Tech Description:
- Descriptive text you see in the tech room. Only needed for player allowed weapons.
XSTR( "The Subach-Innes HL-7...", 3245) $end_multi_text
$Tech Model:
FS2 Open, 3.6.x:
- Defines model used in wing loadout screen and in Tech Room for the weapon.
- Syntax: Filename.pof
$HUD Image:
FS2 Open, 3.6.x:
- Defines the picture used to represent the weapon in HUD loadout list
- Syntax: ???
$Model File:
- 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.
- Standard primaries and beam cannons do not use specific models so for those the name is 'none'.
- Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.
- Syntax: Filename.pof or none
- Example: none
$POF target LOD:
FS2 Open, 3.6.x:
- Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view
- Syntax: Value
$External Model File:
FS2 Open, 3.6.x:
- Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.
- Syntax: Filename.pof
$Submodel Rotation Speed:
FS2 Open, 3.6.x:
$Submodel Rotation Acceleration:
FS2 Open, 3.6.x:
@Laser Bitmap:
- The graphic file to be used as the weapon effect if no model is defined.
- Syntax: Filename
@Laser Glow:
- The graphic file that determines the glow of the weapon effect if no model is defined
- Syntax: Filename
@Laser Color:
- The color of the weapon effect when you fire it.
- Syntax: Value, Value, Value (Red, Green, Blue respectively, value from 0 to 255)
- Example: 250, 0, 0
@Laser Color2:
- The color of the weapon effect at its maximum range.
- Syntax: Value, Value, Value (Red, Green, Blue respectively, value from 0 to 255)
- Example: 0, 0, 250
@Laser Length:
- Length of the weapon effect.
- Syntax: Value, (1/10 of a meters)
@Laser Head Radius:
- Width of the head of the weapon effect.
- Syntax: Value, (meters ?)
@Laser Tail Radius:
- Width of the tail of the weapon effect.
- Syntax: Value (meters ?)
$Mass:
- 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.
- 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 intencity of "shudder" effect if flagged.
- Syntax: Value, (blast effect)
$Velocity:
- How fast the weapon travels. Is also used to define the weapon range, $Velocity x $Lifetime = range.
- Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.
- Syntax: Value, (meters per second)
$Fire Wait:
- Time in seconds between firings
- Syntax: Value, (seconds)
$Damage:
- Base damage this weapon does. The actual damage is this number multiplied by the factors below.
- Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.
- Syntax: Value, (damage value)
$Damage Type:
FS2 Open, 3.6.x:
- Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. REQUIRES ADDITIONAL TABLE.
- Syntax: Name, of the damage type as defined in armor.tbl
$Arm time:
FS2 Open, 3.6.x:
- Defines the time after the launch that is required before the weapon comes hot
- If the time has not been reached when the weapon detonates the Dinky explosion is used
- Syntax: Value, (seconds)
$Arm distance:
FS2 Open, 3.6.x:
- Defines the distance from the firing ships that is required before the weapon comes hot
- If the distance has not been reached when the weapon detonates the Dinky explosion is used
- Syntax: Value, (meters)
$Arm radius:
FS2 Open, 3.6.x:
- Defines the distance from the target where the weapon will arm itself
- Syntax: Value, (meters)
$Detonation Range:
FS2 Open, 3.6.x:
- Defines the distance from the point in space that the weapon was launched where the weapon will detonate
- Syntax: Value, (meters)
$Shockwave damage:
FS2 Open, 3.6.x:
- Override for the damage caused by shockwaves
- Syntax: Value, (damage value)
$Shockwave Damage Type:
FS2 Open, 3.6.x:
- REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions
- Syntax: Name, as defined in armor.tbl
$Blast Force:
- The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.
- Syntax: Value, (blast effect)
$Inner Radius:
- Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.
- Syntax: Value, (meters)
$Outer Radius:
- Maximum radius at which any damage is done
- Syntax: Value, (meters)
$Shockwave Speed:
- Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately
- Syntax: Value, (meters per second)
$Shockwave rotation:
FS2 Open, 3.6.x:
- Defines how the shockwave is rotated.
- Syntax:
$Shockwave model:
FS2 Open, 3.6.x:
- Defines the model file (.pof) used as a shockwave for 3D shockwaves.
- Implemented before FS_Open 3.6.5
- Syntax: Name.pof
$Shockwave name:
FS2 Open, 3.6.x:
- Defines the name of the animation used for the shockwave
- Syntax: Name
$Dinky shockwave:
FS2 Open, 3.6.x:
- Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached
- It uses exactly same entries as the standard shockwaves
- +Shockwave damage:
- +Shockwave damage type:
- +Blast Force:
- +Inner Radius:
- +Outer Radius:
- +Shockwave Speed:
- +Shockwave Rotation:
- +Shockwave Model:
- +Shockwave Name:
$Armor Factor:
- Multiplier for the damage done to armor
- Syntax: Value, (damage multiplier)
$Shield Factor:
- Multiplier for the damage done to shields
- Syntax: Value, (damage multiplier)
$Subsystem Factor:
- Multiplier for the damage done to subsystems
- Syntax: Value, (damage multiplier)
$Lifetime Min:
FS2 Open, 3.6.x:
- Defines the minimum lifetime of the weapon (countermeasure)
- Syntax: Value, (seconds)
$Lifetime Max:
FS2 Open, 3.6.x:
- Defines the maximum lifetime of the weapon (countermeasure)
- Syntax: Value, (seconds)
$Lifetime:
- 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.
- This field has no effect for the beams apart from weapon range and AI beam targetting with certain beam types
- Syntax: Value, (seconds)
$Energy Consumed:
- The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.
- Syntax: Value
$Cargo Size:
- Cargo size, is not used with primaries.
- Amount of missiles available = Bank capacity / Cargo Size.
- Syntax: Value
$Homing:
- Only for secondaries. You can't have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.
- Defines if the missiles in question is homing
- Syntax: YES or NO
- +Type:
- Defines the homing method
- Syntax: ASPECT or HEAT
- +Turn Time:
- Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle
- Syntax: Value, (seconds)
- +View Cone:
- Heat-seeking missiles only, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline.
- Syntax: Value, (degrees)
FS2 Open, 3.6.x: Has been enabled also to aspect seekers.
- +Min Lock Time:
- For aspect missiles only, the minimum number of seconds to gain target lock
- Syntax: Value, (seconds)
- +Lock Pixels/Sec:
- For aspect missiles only, pixels the aspect triangle moves per second while attempting lock-on
- Syntax: Value, (pixels per second)
- +Catch-up Pixels/Sec:
- For aspect missiles only, pixels moved per second while attempting to catch up to the target
- Syntax: Value, (pixels per second)
- +Catch-up Penalty:
- For aspect missiles only, extra pixels to move after catching up ????
- Syntax: Value, (pixels)
FS2 Open, 3.6.x:
- +Seeker Strength:
- 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.
- Syntax: Value, (seeker strength)
$Swarm:
- The number of missiles to fire per volley if it's a swarm missile
- Can be issued to Standard primaries also. Causes singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for 'burst fire weapons'.
- Is incompatible with "Corkscrew" option.
- Syntax: Value
FS2 Open, 3.6.x:
- +SwarmWait:
- Implemented before FS_Open 3.6.5
- Defines the time between weapons fired in a swarm
- Syntax: Value, (seconds)
- Default: 0.150
$Free Flight Time:
FS2 Open, 3.6.x:
- 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.
- Syntax: Value, (seconds)
- Default: 0.25
$LaunchSnd:
- Corresponding sound effect when the weapon is launched.
- Syntax: Value, name or identification number of the sound as defined in sounds.tbl
$ImpactSnd:
- Sound the weapon makes when it hits a hull.
- Syntax: Value, name or identification number of the sound as defined in sounds.tbl
$Disarmed ImpactSnd:
FS2 Open, 3.6.x:
- Sound the weapon makes when it hits a hull before being armed.
- Syntax: Value, identification number of the sound as defined in sounds.tbl
$FlyBySnd:
- The sound this weapon makes if it narrowly misses you. -1 is no sound.
- Syntax: Value, name or identification number of the sound as defined in sounds.tbl, usually -1
$Model:
FS2 Open, 3.6.x:
- Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.
- Syntax: Filename.pof
$Rearm Rate:
- Defines the rate the weapons are loaded to the ship
- Syntax: Value, (missiles per s)
+Weapon Range:
- Defines the range to the target where the weapons under AI will start firing.??
- Syntax: Value, (meters)
+Weapon Min Range:
FS2 Open, 3.6.x:
- Defines the minimum range to the target where the weapons under AI will still fire.
- Implemented before FS_Open 3.6.5
- Syntax: Value, (meters)
$Flags:
- Flags are detailed below, in weapon flags section.
$Trail:
- 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.
- +Start Width:
- How wide the head of the trail is.
- Syntax: Value, (meters)
- +End Width:
- How wide the tail of the trail is.
- Syntax: Value, (meters)
- +Start Alpha:
- The opacity of the trail head.
- Syntax: Value value between 0 and 1
- +End Alpha:
- The opacity of the trail tail.
- Syntax: Value, value between 0 and 1
- +Max Life:
- How long the trail lasts.
- Syntax: Value, (seconds)
- +Bitmap:
- The graphic file to use for the trail.
- Syntax: Filename
$Icon:
- Loadout icon used in the weapons selection screen.
- Syntax: Filename
$Anim:
- Green grid animation used on the weapons screen.
- Syntax: Filename
$Collide Ship:
FS2 Open, 3.6.x:
- Hook for Lua scripting
- Globals: "Self", weapon with class that the hook is defined in. "Ship", ship that the weapon collided with.
- Override: Turns off all damage effects from weapon, as well as weapon being destroyed.
FS2 Open, 3.7:
- Has been replaced with #Conditional Hooks, see Scripting.tbl
$Collide Weapon:
FS2 Open, 3.6.x:
- Hook for Lua scripting
- Globals: "Self", weapon with class that the hook is defined in. "Weapon", other weapon.
- Override: Turns off weapon killing types with bombs. If two weapons, weapon "A" (arbitrary) is preferred
FS2 Open, 3.7:
- Has been replaced with #Conditional Hooks, see Scripting.tbl
$Impact Explosion:
- Impact explosion used. Must be defined in weapon_expl.tbl,
- Syntax: Filename or none
$Impact Explosion Radius:
- Radius of the defined impact explosion.
- Syntax: Value
$Dinky impact explosion:
FS2 Open, 3.6.x:
- Same as Impact explosion but for Dinky (not armed) explosions
$Dinky impact explosion radius:
FS2 Open, 3.6.x:
- Same as Impact explosion radius but for Dinky explosions
$Muzzleflash:
- Normally only with flak cannons.
- Defines the muzzle flash the weapon uses
- Syntax: Muzzleflash name, as defined in mflash.tbl
$EMP Intensity:
- If it has an EMP effect, how deeply it scrambles your electronics
- Syntax: Value
$EMP Time:
- Duration of the EMP effect
- Syntax: Value, (seconds)
$Leech Weapon:
- The amount of weapon energy to drain with each hit
- Syntax: Value
$Leech Afterburner:
- The amount of afterburner fuel to drain with each hit
- Syntax: Value
$Corkscrew:
FS2 Open, 3.6.x:
- Allow corkscrew parameters to be defined
- +Num Fired:
- Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles
- Syntax: Value
- +Radius:
- Defines the radius used in the corkscrew motion
- Syntax: Value, (meters)
- +Fire Delay:
- Defines the delay between missile firings
- Syntax: Value, (milliseconds)
- +Counter rotate:
- Defines if every other missile rotates to a different direction (clockwise / anticlockwise)
- Syntax: 0 or 1, no or yes
- +Twist:
- Defines the speed of rotation movement on the radius of corkscrew motion.
- Syntax: Value (radians per second)
$Electronics:
FS2 Open, 3.6.x:
- Defines the weapons effect against electronics. Requires "electronics" flag. +New Style: and +Old Style: options are mutually exclusive.
- +New Style:
- Defines that the electronics use the new style which enables more options.
- +Old Style:
- Defines that the electronics use the old style. The old style was the way the D-Missile worked in Descent:Freespace.
- +Intensity:
- May only be used with +New Style: electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.
- Syntax: Value
- +Lifetime:
- Syntax: Value, (milliseconds)
- +Engine Multiplier:
- May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for engine subsytems.
- Syntax: Value
- +Weapon Multiplier:
- May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for non-beam turrets.
- Syntax: Value
- +Beam Turret Multiplier:
- May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for beam turrets.
- Syntax: Value
- +Sensors Multiplier:
- May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for sensor subsystems.
- Syntax: Value
- +Randomness Time:
- 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.
- Syntax: Value, (milliseconds)
- 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.
$Spawn Angle:
FS2 Open, 3.6.x:
- 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.
- Syntax: Value, (degrees)
$Local SSM:
FS2 Open, 3.6.x:
- Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.
- Weapon must be aspect seeking missile and must have local ssm flag.
- +Warpout Delay:
- Defines the time between the missile launch and the subspace jump.
- Syntax: Value, (milliseconds)
- +Warpin Delay:
- Defines the time missile stays in subspace before exiting.
- Syntax: Value, (milliseconds)
- +Stage 5 Velocity:
- Defines the velocity of the missile after the subspace jump.
- Syntax: Value, (meters per second)
- +Warpin Radius:
- Defines how far from the SSM will appear from the outer radius of the target.
- Syntax: Value, (meters)
- +Lock Range:
- Defines the maximum range where SSM can achieve target lock
- Syntax: Value, (meters)
$Countermeasure:
FS2 Open, 3.6.x:
- Defines the countermeasure effectiveness and radius
- +Heat Effectiveness:
- Defines the countermeasures effectiveness against heat seeking missiles
- Syntax: Value, (cm type effectiveness)
- Default: 1
- +Aspect Effectiveness:
- Defines the countermeasures effectiveness against aspect seeking missiles
- Syntax: Value, (cm type effectiveness)
- Default: 1
- +Effective Radius:
- Defines the countermeasures effective radius
- Syntax: Value, (meters)
- Default: 300
$BeamInfo:
- +Type:
- 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 targetting beam that doesn't seem to have much of an effect on anything. 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.
- Syntax: Value, only values from 0 to 4 are legal
- +Life:
- How long it lasts once the beam is actually firing.
- Syntax: Value, (seconds)
- +Warmup:
- Warmup time
- Syntax: Value, (milliseconds)
- +Warmdown:
- Warmdown time
- Syntax: Value, (milliseconds)
- +Radius:
- Muzzle glow radius
- Syntax: Value (meters)
- +PCount:
- Particles spewed every interval. ??
- Syntax: Value
- +PRadius:
- Particle radius
- Syntax: Value, (meters)
- +PAngle:
- Defines the random "cone" where the particles are generated
- Syntax: Value, (angle of the cone)
- +PAni:
- Animation used to represent the particles
- Syntax: Filename
- +Miss Factor:
- The higher the numbers, the more likely that this beam will miss. One value for every difficulty level
- Syntax: Value Value Value Value Value, Very Easy, Easy, Moderate, Hard, Very Hard respectively.
- Example: 0.5 0.975 1.35 1.875 2.5
- +BeamSound:
- Corresponding looping sound effect when the beam is firing.
- Syntax: Value, identification number of the sound as defined in sounds.tbl
- +WarmupSound:
- Corresponding sound effect when the beam is beam warmed up.
- Syntax: Value, identification number of the sound as defined in sounds.tbl
- +WarmdownSound:
- Corresponding sound effect when the beam is warming down.
- Syntax: Value, identification number of the sound as defined in sounds.tbl
- +Muzzleglow:
- Defines the bitmap used t create the muzzle glow
- Syntax: Filename
- +Shots:
- Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:
- Syntax: Value
- +ShrinkFactor:
- What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
- Syntax: Value
- +ShrinkPct:
- What percentage of max width we subtract per second
- Syntax: Value
FS2 Open, 3.6.x:
- +Range:
- Defines the maximum range where the beam still has any effect.
- Syntax: Value, (meters)
- +Attenuation:
- Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.
- Syntax: Value, (from 0 - firing point to 1 - no effect)
- Default: 1
- $Section:
- Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.
FS2 Open, 3.6.x:
- +Index:
- Field used to define with Modular Tables the beam section which is edited.
- Syntax: Value, (index number legal values are from 0 to 5)
- +Index:
- +Width:
- Width of the section
- Syntax: Value (meters)
- +Texture:
- Texture for the section
- Syntax: Filename
- +RGBA Inner:
- Defines the color and transparency of the center of the section
- Syntax: Value Value Value Value, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)
- Example: 255 255 255 255
- +RGBA Outer:
- Defines the color and transparency of the edges of the section
- Syntax: Value Value Value Value, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)
- Example: 150 150 150 10
- +Flicker:
- Defines how much the section flickers
- Syntax: Value, value from 0 to 1
- +Zadd:
- Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be.
- Syntax: Value
- +Width:
FS2 Open, 3.6.x:
- +Tile Factor:
- Defines the beam texture tileing factor. Second number defines the tileing 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.
- Syntax: Value, Value
- +Translation:
- Implemented before FS_Open 3.6.5
- 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.
- Syntax: Value
- +Tile Factor:
$Pspew:
FS2 Open, 3.6.x:
- Defines a particle spew effect for the given weapon
- +Count:
- Defines how many particles are spawn when they are ready to be created
- Syntax: Value
- +Time:
- Defines the time in millseconds between next particle(s) spewed
- Syntax: Value, (milliseconds)
- +Vel:
- Defines the created particles velocity as percentage of the weapons velocity
- Syntax: Value
- +Radius:
- Defines the size of the created particles
- Syntax: Value, (meters)
- +Life:
- Defines how long the particles last.
- Syntax: Value, (seconds)
- +Scale:
- Defines the particle spread. Small value will make particles group together
- Syntax: Value
- +Bitmap:
- Defines the animation used to create the particle spew effect
- Syntax: Filename
$Tag:
- Allowed for secondary weapons
- Location: After $Impact Explosion Radius:
- Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.
- TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.
- TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.
- TAG Level 3 has no effect in retail.
- Syntax: TAG level Value, (seconds)
$SSM:
FS2 Open, 3.6.x:
- Defines the weapons SSM index number:
- Syntax: Value
$FOF:
FS2 Open, 3.6.x:
- 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
- Syntax: Value, (degrees)
$Shots:
FS2 Open, 3.6.x:
- Defines the number of shots every time the weapon is fired.
- Syntax: Value, (number of shots)
$decal:
FS2 Open, 3.6.x:
- Defines impact decals if they are in use
- Currently broken
- +texture:
- Defines the texture used for impact decals (can use -burn and -glow textures)
- Syntax: Filename
- +backface texture:
- Defines ???
- Syntax: Filename
- +radius:
- Defines the size of the impact decals on target
- Syntax: Value, (meters)
- +burn time:
- Defines the time the -burn texture appears on the target
- Syntax: Value
$Transparent:
FS2 Open, 3.6.x:
- Defines weapon effect as transparent. Enables optional fields for 'alpha animations'
- +Alpha:
- Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option
- Syntax: Value, from 0 to 1
- +Alpha Min:
- Defines the minimum alpha value for alpha cycle option
- Syntax: Value, from 0 to 1
- +Alpha Cycle:
- Defines the change in alpha per frame, between Alpha and Alpha Min values
- Syntax: Value
Weapon Flags
"Electronics"
- Will seize up the weapons and engines systems of any ship for a short period of time.
"Spawn Name,Value"
- Will spawn the specified number of defined missiles upon detonation.
"Remote Detonate"
- Can be triggered remotely via a second press on the trigger
"Puncture"
- Reduces hull damage by 25%
"Big Ship"
- These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.
"Huge"
- Allows this weapon to do the final 10% damage to a ship with the "Big Damage" flag.
"Supercap"
- Allows this weapon to do the final 75% damage to a ship with the "supercap" flag.
"Bomber+"
- The AI will prefer to use this weapon against bombers
"child"
- Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with "Spawn Name,Value"
"Bomb"
- Makes this weapon targetable with the B key, and the AI prefers to use it against large ships
"No Dumbfire"
- Missile will not fire without a lock
"in tech database"
- Has the weapon in the tech database at the start of the campaign
"Player allowed"
- Allows this weapon as a player weapon.
FS2 Open, 3.6.x: {{{1}}}
"Particle Spew"
- Makes the weapon projectile spew out particles
FS2 Open, 3.6.x:
- Can be defined with Particle Spew parameters
"EMP"
- This weapon will have an EMP effect on any ship within the blast radius
- Can be defined with EMP Intensity and EMP Time
"Esuck"
- Drains the target's energy banks
- Can be defined with Leech Weapon and Leech Afterburner
"Flak"
- Makes this weapon a flak gun
"Corkscrew"
- Makes this weapon spiral AND swarm 4.
FS2 Open, 3.6.x:
- Can be defined with Corkscrew parameters
"Shudder"
- Makes your ship shudder while you're firing the weapon
"lockarm"
- 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.
"beam"
- Makes this weapon a beam cannon
"stream"
- Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.
"puncture"
- Reduces hull damage by 25%
"supercap"
- Makes weapon capable of causing real damage against ships with "supercap" flag.
"countermeasure"
FS2 Open, 3.6.x:
- Defines the weapon as a countermeasure
"Ballistic"
FS2 Open, 3.6.x:
- Defines the weapon as a ballistic weapon that needs ammunition.
- Make sure you define the size and reload rate for ballistic weapons
"pierce shields"
FS2 Open, 3.6.x:
- Causes weapons to penetrate shield without causing damage to it.
"no pierce shields"
FS2 Open, 3.6.x:
- Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.
"local ssm"
FS2 Open, 3.6.x:
"tagged only"
FS2 Open, 3.6.x:
- Weapon can only be fired at tagged targets
"beam no whack"
FS2 Open, 3.6.x:
- Disables beam whacking (push). Practically same as setting beam mass to zero.
"cycle"
FS2 Open, 3.6.x:
- Causes weapon to alternate between firing points
"small only"
FS2 Open, 3.6.x:
- Causes AI to use the weapon only on small targets (fighters, bombers etc.)
"same turret cooldown"
FS2 Open, 3.6.x:
- Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels
"apply no light"
FS2 Open, 3.6.x:
- Prevents light from being applied to the weapon model.
Countermeasures
- Usually not altered. Only one can exist
FS2 Open, 3.6.x:
- More than one can exist
$Name:
- Name of the countermeasure
- Syntax: Name, usually Type One
$Velocity:
- Defines the spped of the countermeasure, relative to the ship.
- Syntax: Value, (meter per second)
$Fire Wait:
- Definies the minumum time between the countermeasure launches
- Syntax: Value, (seconds)
Lifetime
- Countermeasure's life time is defined between with minimum and maximum lifetime
- $Lifetime Min:
- Syntax: Value, (seconds)
- $Lifetime Max:
- Syntax: Value, (seconds)
$LaunchSnd:
- Defines the sound for the countermeasure launch
- Syntax: Value, refers to sounds.tbl
$Model:
- Defines the used model file (.pof)
- Syntax: Filename.pof, usually cmeasure01.pof
Player Weapon Precedence
- First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries
- Syntax: ( "Name" "Name")
- Example:
$Player Weapon Precedence: ( "UD-8 Kayser" "Prometheus R" "Subach HL-7" "Harpoon" "Tempest" "Rockeye" )
Sample
#Primary Weapons $Name: @Subach HL-7 +Title: XSTR("GTW Subach HL-7", 3243) +Description: XSTR( "Standard Issue Level 3 Hull Damage Level 2 Shield Damage", 3244) $end_multi_text +Tech Title: XSTR("Subach HL-7", 146) +Tech Anim: Tech_Subach_HL-7 +Tech Description: XSTR( "Descriptive text...", -1) $end_multi_text $Model File: none @Laser Bitmap: newglo9 @Laser Glow: 2_laserglow03 @Laser Color: 250, 0, 0 @Laser Color2: 0, 0, 250 @Laser Length: 10.0 @Laser Head Radius: 0.90 @Laser Tail Radius: 0.90 $Mass: 0.2 $Velocity: 450.0 $Fire Wait: 0.2 $Damage: 15 $Armor Factor: 0.9 $Shield Factor: 0.7 $Subsystem Factor: 0.3 $Lifetime: 2.0 $Energy Consumed: 0.20 $Cargo Size: 0.0 $Homing: NO $LaunchSnd: 76 $ImpactSnd: 85 $Flags: ( "in tech database" "player allowed" "stream") $Icon: iconSD4 $Anim: SD4 $Impact Explosion: none #End #Secondary Weapons $Name: EMP Adv. +Title: XSTR("GTM-14 EMP Adv.", 3396) +Description: XSTR( "Advanced Missile Electromagnetic Pulse Weapon General Purpose Suppression", 3397) $end_multi_text +Tech Title: XSTR("GTM-14 EM Pulse Adv.", 3398) +Tech Anim: Tech_EMP +Tech Description: XSTR( "Descriptive text...", -1) $end_multi_text $Model File: EMPulse2.pof $Mass: 15.0 $Velocity: 275.0 $Fire Wait: 2.0 $Damage: 45 $Blast Force: 20.0 $Inner Radius: 80.0 $Outer Radius: 300.0 $Shockwave Speed: 120.0 $Armor Factor: 1.0 $Shield Factor: 0.8 $Subsystem Factor: 0.5 $Lifetime: 5.0 $Energy Consumed: 0.0 $Cargo Size: 4.0 $Homing: YES +Type: ASPECT +Turn Time: 1.0 +Min Lock Time: 2.0 +Lock Pixels/Sec: 70 +Catch-up Pixels/Sec: 100 +Catch-up Penalty: 30 $LaunchSnd: 118 $ImpactSnd: 88 $FlyBySnd: -1 $Rearm Rate: 2.0 $Flags: ( "player allowed" "EMP") $Trail: +Start Width: 0.25 +End Width: 0.75 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.5 +Bitmap: MissileTrail04 $Icon: iconEMPulse $Anim: ecm $Impact Explosion: ExpMissileHit1 $Impact Explosion Radius: 10.0 $EMP Intensity: 375.0 $EMP Time: 20.0 #End $Player Weapon Precedence: ( "Subach HL-7" "EMP Adv." )