Difference between revisions of "Subsystem"

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*All subsystems ship can have must be defined in ships model file (.pof).
 
*All subsystems ship can have must be defined in ships model file (.pof).
*<font color=red>[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.</font>
+
{{Table36|
<br><br>
+
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}
 +
 
  
 
==$Subsystem:==
 
==$Subsystem:==
 
*The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.
 
*The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.
*Syntax: ''Subsystem name'' , ''Value'', (% of ships hitpoints) ''Value'', (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof). <font color=red>If you want to skip setting a field, leave the comma but don't enter the value</font>
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*Syntax: '''''String''''', '''''Float''''', '''''Float''''', name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).  
**Example: communications, 5, 0.0<font color=red>
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{{Table36|
**Default: Skipped fields default to zero.</font>
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*Entries can be left empty in which case game uses default values}}
 +
**Example: communications, 5, 0.0
 +
 
  
<font color=red>
 
 
===$Armor Type:===
 
===$Armor Type:===
* REQUIRES ADDITIONAL TABLE. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.
+
{{Table36|
* Syntax: ''Name'', as defined in armor.tbl  
+
* '''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.
</font>
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* Syntax: '''''String''''', as defined in [[armor.tbl]]}}
 +
 
  
 
===$Default PBanks:===
 
===$Default PBanks:===
 
*Defines default primary weapon for the turret
 
*Defines default primary weapon for the turret
*Syntax: ( ''"Name"'' )
+
*Syntax: ( '''''"String"''''' )
**Example: ( "Subach HL-7" )  
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**Example: ( ''"Subach HL-7"'' )  
 +
 
  
<font color=red>
 
 
===$PBank Capacity:===
 
===$PBank Capacity:===
 +
{{Table36|
 
*Defines ammunition capacity of turrets ballistic primary weapon.
 
*Defines ammunition capacity of turrets ballistic primary weapon.
*Implemented before FS_Open 3.6.5
+
*Syntax: ( '''''Integer''''' )}}
*Syntax: ( ''Value'' )
+
 
**Example: ( 1 )
 
</font color>
 
  
 
===$Default SBanks:===
 
===$Default SBanks:===
 
*Defines default secondary weapon for the turret
 
*Defines default secondary weapon for the turret
*Syntax: ( ''"Name"'' )
+
*Syntax: ( '''''"String"''''' )
**Example: ( "Subach HL-7" )
+
 
  
 
===$SBank Capacity:===
 
===$SBank Capacity:===
 
*Defines ammunition capacity of turrets secondary weapon.
 
*Defines ammunition capacity of turrets secondary weapon.
*Syntax: ( ''Value'' )
+
*Syntax: ( '''''Integer''''' )
**Example: ( 100 )
+
 
  
 
===$Engine Wash:===
 
===$Engine Wash:===
 
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.
 
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.
*Syntax: ''Name'', as defined in Engine Wash section in [[ships.tbl]]
+
*Syntax: '''''String''''', name as defined in Engine Wash section in [[ships.tbl]]
**Example: Default1000
+
**Example: ''Default1000''
 +
 
  
<font color=red> 
 
 
===$AliveSnd:===
 
===$AliveSnd:===
 +
{{Table36|
 
*Specifies a sound to play from the subsystem while it is not destroyed.
 
*Specifies a sound to play from the subsystem while it is not destroyed.
*Syntax: ''Sound'', where sound is the index or name of a sound in sounds.tbl
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*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 +
 
  
 
===$DeadSnd:===
 
===$DeadSnd:===
 +
{{Table36|
 
*Specifies a sound to play from the subsystem while it is destroyed.
 
*Specifies a sound to play from the subsystem while it is destroyed.
*Syntax: ''Sound'', where sound is the index or name of a sound in sounds.tbl
+
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 +
 
  
 
===$RotationSnd:===
 
===$RotationSnd:===
 +
{{Table36|
 
*Does nothing for now
 
*Does nothing for now
*Syntax: ''Sound'', where sound is the index or name of a sound in sounds.tbl
+
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
</font>
+
 
  
 
===$AWACS:===
 
===$AWACS:===
 
*Sets this subsystem's effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)
 
*Sets this subsystem's effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)
*Syntax: ''Value'', the maximum range of the AWACS
+
*Syntax: '''''Float''''', the maximum range of the AWACS
 +
 
  
<font color=red>
 
 
===$Flags:===
 
===$Flags:===
 +
{{Table36|
 
*Can be used to sets additional subsystem related properties
 
*Can be used to sets additional subsystem related properties
 
*List of available flags:
 
*List of available flags:
Line 72: Line 80:
 
::**Enables 'salvo fire' mode for the turrets. Instead of alternating barrels the turret fires continously from all the barrels.  
 
::**Enables 'salvo fire' mode for the turrets. Instead of alternating barrels the turret fires continously from all the barrels.  
 
::*'''''"fire down normals"'''''
 
::*'''''"fire down normals"'''''
::**Forces the turret to fire along the turret normals - regardless of the Swarm setting.
+
::**Forces the turret to fire along the turret normals - regardless of the swarm setting.
*Syntax: ( ''"Flag"'', ''"Flag"'' )
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*Syntax: ( '''''"String", "String"''''' )}}
 +
 
  
 
===[[Animation Code]]===
 
===[[Animation Code]]===
</font>
+
{{Table36|
 +
*Option for animating the submodels}}
 +
 
  
 
==Case Specific Entries==
 
==Case Specific Entries==
 +
  
 
===Turret===
 
===Turret===
 
*All turrets require information concerning the weapon mounted to the turret. The entry can be either '''$Default PBanks''' for turret primaries (including beams) or '''$Default SBanks''' for turret secondaries
 
*All turrets require information concerning the weapon mounted to the turret. The entry can be either '''$Default PBanks''' for turret primaries (including beams) or '''$Default SBanks''' for turret secondaries
*<font color=red>[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.
+
{{Table36|
*Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. '''Multiple beams are not possible'''. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.</font>  
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*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.
*Example of a turret entry
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*Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. '''Multiple beams are not possible'''. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}
 +
 
 +
====Example====
 +
 
 +
<pre>
 +
$Subsystem: turret01, 1.0, 1.0
 +
$Default PBanks: ( "Terran Turret" )
 +
</pre>
  
  $Subsystem: turret01, 1.0, 1.0
 
  $Default PBanks: ( "Terran Turret" )
 
  
 
===Engine===
 
===Engine===
*Example of a engine entry:
 
  
  $Subsystem: engine01, 5.0, 0.0
+
====Example====
  $Engine Wash: Default1000
+
 
 +
<pre>
 +
$Subsystem: engine01, 5.0, 0.0
 +
$Engine Wash: Default1000
 +
</pre>
  
 
[[Category:Tables]]
 
[[Category:Tables]]

Revision as of 14:12, 26 July 2007

  • All subsystems ship can have must be defined in ships model file (.pof).
FS2 Open, 3.6.x:
  • Animation Code can be applied to the subsystems that consist of submodels, like multi-part turrets.


$Subsystem:

  • The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.
  • Syntax: String, Float, Float, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).
FS2 Open, 3.6.x:
  • Entries can be left empty in which case game uses default values
  • Example: communications, 5, 0.0


$Armor Type:

FS2 Open, 3.6.x:
  • REQUIRES ADDITIONAL TABLE. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.
  • Syntax: String, as defined in armor.tbl


$Default PBanks:

  • Defines default primary weapon for the turret
  • Syntax: ( "String" )
    • Example: ( "Subach HL-7" )


$PBank Capacity:

FS2 Open, 3.6.x:
  • Defines ammunition capacity of turrets ballistic primary weapon.
  • Syntax: ( Integer )


$Default SBanks:

  • Defines default secondary weapon for the turret
  • Syntax: ( "String" )


$SBank Capacity:

  • Defines ammunition capacity of turrets secondary weapon.
  • Syntax: ( Integer )


$Engine Wash:

  • All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.
  • Syntax: String, name as defined in Engine Wash section in ships.tbl
    • Example: Default1000


$AliveSnd:

FS2 Open, 3.6.x:
  • Specifies a sound to play from the subsystem while it is not destroyed.
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$DeadSnd:

FS2 Open, 3.6.x:
  • Specifies a sound to play from the subsystem while it is destroyed.
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$RotationSnd:

FS2 Open, 3.6.x:
  • Does nothing for now
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$AWACS:

  • Sets this subsystem's effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)
  • Syntax: Float, the maximum range of the AWACS


$Flags:

FS2 Open, 3.6.x:
  • Can be used to sets additional subsystem related properties
  • List of available flags:
  • "untargetable"
    • Subsystem cannot be targetted
  • "carry no damage"
    • Damage caused to the subsystem will not carry over to the parent ship
  • "use multiple guns"
    • Enables 'salvo fire' mode for the turrets. Instead of alternating barrels the turret fires continously from all the barrels.
  • "fire down normals"
    • Forces the turret to fire along the turret normals - regardless of the swarm setting.
  • Syntax: ( "String", "String" )


Animation Code

FS2 Open, 3.6.x:
  • Option for animating the submodels


Case Specific Entries

Turret

  • All turrets require information concerning the weapon mounted to the turret. The entry can be either $Default PBanks for turret primaries (including beams) or $Default SBanks for turret secondaries
FS2 Open, 3.6.x:
  • Animation Code can be used with multi-part turrets.
  • Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. Multiple beams are not possible. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.

Example

$Subsystem: turret01, 1.0, 1.0
$Default PBanks: ( "Terran Turret" )


Engine

Example

$Subsystem: engine01, 5.0, 0.0
$Engine Wash: Default1000