Difference between revisions of "Messages.tbl"
From FreeSpace Wiki
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| + | Revision information.. <!-- Please update this information when page is updated --> | ||
| + | ::'''3.6.x branch:''' 2.52.2.12 | ||
| + | ::'''3.7 branch:''' 2.68 | ||
| + | |||
| + | |||
Messages table is used to link actions, animations, and sounds of the messages received during the mission. | Messages table is used to link actions, animations, and sounds of the messages received during the mission. | ||
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*All actual messages are listed in this section | *All actual messages are listed in this section | ||
*Table ends with '''#End''' | *Table ends with '''#End''' | ||
| + | |||
==Personas== | ==Personas== | ||
*Used to define the different personas used for the messages | *Used to define the different personas used for the messages | ||
| + | |||
===$Persona:=== | ===$Persona:=== | ||
*Defines the name of the persona | *Defines the name of the persona | ||
| − | *Syntax: '' | + | *Syntax: '''String''' |
| + | |||
| + | |||
===$Type:=== | ===$Type:=== | ||
*Defines the type of the persona | *Defines the type of the persona | ||
| Line 20: | Line 29: | ||
**'''"large"''' | **'''"large"''' | ||
**'''"command"''' | **'''"command"''' | ||
| − | *Syntax: "'' | + | *Syntax: '''"String"''' |
| + | |||
| + | |||
===+(Species)=== | ===+(Species)=== | ||
*Optional +Species (like '''+Vasudan''') can be used to assign personas to other than to the 'default' species | *Optional +Species (like '''+Vasudan''') can be used to assign personas to other than to the 'default' species | ||
| − | *Syntax: +'' | + | *Syntax: +'''String''' |
| + | |||
==Messages== | ==Messages== | ||
| + | |||
===$Name:=== | ===$Name:=== | ||
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**'''"AWACS at 75"''' | **'''"AWACS at 75"''' | ||
**'''"AWACS at 25"''' | **'''"AWACS at 25"''' | ||
| − | *Syntax: "'' | + | *Syntax: '''"String"''' |
| − | ===$Message: ''''' | + | |
| + | |||
| + | ===$Message:=== | ||
| + | *Or '''''$MessageNew:''''' | ||
*Defines the message shown in game screen when the message is triggered. Value is a reference to [[tstrings.tbl]]. | *Defines the message shown in game screen when the message is triggered. Value is a reference to [[tstrings.tbl]]. | ||
*The use of '''$MessageNew:''' instead of older '''$Message:''' is recommended. | *The use of '''$MessageNew:''' instead of older '''$Message:''' is recommended. | ||
*Syntax: XSTR("'''string'''", '''integer''') | *Syntax: XSTR("'''string'''", '''integer''') | ||
| + | |||
| + | |||
===+Persona:=== | ===+Persona:=== | ||
*Defines the persona associated with the message | *Defines the persona associated with the message | ||
| − | *Syntax: '' | + | *Syntax: '''String''' |
| + | |||
| + | |||
===+AVI Name:=== | ===+AVI Name:=== | ||
*Sets the ANI file that is played when the message is triggered | *Sets the ANI file that is played when the message is triggered | ||
| − | *Syntax: '' | + | *Syntax: '''String''' |
| + | |||
| + | |||
===+Wave Name:=== | ===+Wave Name:=== | ||
*Sets the sounds file that is played when the message is triggered | *Sets the sounds file that is played when the message is triggered | ||
| − | *Syntax: '' | + | *Syntax: '''String''' |
| + | |||
==Sample== | ==Sample== | ||
Revision as of 09:04, 9 August 2007
Revision information..
- 3.6.x branch: 2.52.2.12
- 3.7 branch: 2.68
Messages table is used to link actions, animations, and sounds of the messages received during the mission.
Contents
Format
- File begins with persona definitions in #Personas section
- All different personas are listed in this section which is immeaditely followed by #Messages section
- All actual messages are listed in this section
- Table ends with #End
Personas
- Used to define the different personas used for the messages
$Persona:
- Defines the name of the persona
- Syntax: String
$Type:
- Defines the type of the persona
- Available types:
- "wingman"
- "support"
- "large"
- "command"
- Syntax: "String"
+(Species)
- Optional +Species (like +Vasudan) can be used to assign personas to other than to the 'default' species
- Syntax: +String
Messages
$Name:
- Defines the type of the message
- Available types (types marked with * do not have code support) :
- "Arrive Enemy"
- "Attack Target"
- "Beta Arrived"
- "Check 6"
- "Engage"
- "Gamma Arrived"
- "Help"
- "Praise"
- "Backup"
- "Ignore Target"
- "No"
- "Oops 1" * (Only Command has code support in Retail)
- "Permission" *
- "Stray" *
- "Depart"
- "yes"
- "Rearm on Way"
- "On way"
- "Rearm warping in"
- "No Target"
- "Docking Start" *
- "Repair Done"
- "Repair Aborted"
- "Traitor"
- "Rearm"
- "Disable Target"
- "Disarm Target"
- "Player Dead"
- "Death"
- "Support Killed"
- "All Clear" *
- "All Alone"
- "Repair"
- "Delta Arrived"
- "Epsilon Arrived"
- "Instructor Hit"
- "Instructor Attack"
- "Stray Warning"
- "Stray Warning Final"
- "AWACS at 75"
- "AWACS at 25"
- Syntax: "String"
$Message:
- Or $MessageNew:
- Defines the message shown in game screen when the message is triggered. Value is a reference to tstrings.tbl.
- The use of $MessageNew: instead of older $Message: is recommended.
- Syntax: XSTR("string", integer)
+Persona:
- Defines the persona associated with the message
- Syntax: String
+AVI Name:
- Sets the ANI file that is played when the message is triggered
- Syntax: String
+Wave Name:
- Sets the sounds file that is played when the message is triggered
- Syntax: String
Sample
- Part of the retail FreeSpace 2 table
#Personas
$Persona: Wingman 1
$Type: wingman
$Persona: Wingman 2
$Type: wingman
$Persona: Wingman 3
$Type: wingman
$Persona: Wingman 4
$Type: wingman
$Persona: Wingman 5
$Type: wingman
$Persona: Wingman 6
$Type: wingman
+Vasudan
$Persona: Wingman 7
$Type: wingman
+Vasudan
$Persona: Support Ship
$Type: support
$Persona: Support Ship Vasudan
$Type: support
+Vasudan
$Persona: Large Ship
$Type: large
$Persona: Large Ship Vasudan
$Type: large
+Vasudan
$Persona: Terran Command
$Type: Command
#Messages
;; ALL CLEAR ..................................................................................
$Name: All Clear
$Message: XSTR("Command, we have secured the area.", 2725)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_allclear.wav
$Name: All Clear
$Message: XSTR("All hostiles are down. Area secure.", 2726)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_allclear.wav
$Name: All Clear
$Message: XSTR("All clear, Command.", 2727)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_allclear.wav
$Name: All Clear
$Message: XSTR("Area is secure.", 2728)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_allclear.wav
$Name: All Clear
$Message: XSTR("Bandits neutralized. All clear.", 2729)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_allclear.wav
$Name: All Clear
$Message: XSTR("All enemy forces negated.", 2730)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_allclear.wav
$Name: All Clear
$Message: XSTR("All hostile targets neutralized.", 2731)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_allclear.wav
;; ARRIVAL (Enemy) ...................................................................
$Name: Arrive Enemy
$Message: XSTR("Bandits incoming!", 1079)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_arrival.wav
$Name: Arrive Enemy
$Message: XSTR("Heads up! Enemy wing closing in!", 1078)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_arrival.wav
$Name: Arrive Enemy
$Message: XSTR("IFF confirmed! Hostiles inbound!", 2732)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_arrival.wav
$Name: Arrive Enemy
$Message: XSTR("Hostiles approaching fast!", 2733)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_arrival.wav
$Name: Arrive Enemy
$Message: XSTR("We've got company!", 1080)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_arrival.wav
$Name: Arrive Enemy
$Message: XSTR("Reading hostile indicators.", 2734)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_arrival.wav
$Name: Arrive Enemy
$Message: XSTR("Enemy wing inbound.", 2735)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_arrival.wav
$Name:Arrive Enemy
$Message: XSTR("Incoming jump signature! Hostile configuration!", 2736)
+Persona: Terran Command
+Avi Name: Head-CM2
+Wave Name: TC_arrival.wav
;; ATTACK MY TARGET ...........................................................................
$Name: Attack Target
$Message: XSTR("Roger that, sir. Engaging your target.", 2737)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_attack.wav
$Name: Attack Target
$Message: XSTR("Yes, sir! We'll take em down!", 2738)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_attack.wav
$Name: Attack Target
$Message: XSTR("Breaking to attack.", 2739)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_attack.wav
$Name: Attack Target
$Message: XSTR("I've got em in my sights!", 2740)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_attack.wav
$Name: Attack Target
$Message: XSTR("Target acquired.", 2741)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_attack.wav
$Name: Attack Target
$Message: XSTR("Affirmative. We will destroy your target.", 2742)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_attack.wav
$Name: Attack Target
$Message: XSTR("Commencing attack on your target.", 2743)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_attack.wav
;; BACKUP ARRIVAL (previously named "REINFORCEMENTS") .........................................
$Name: Backup
$Message: XSTR("Reinforcements on station. Request status brief.", 2744)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_backup.wav
$Name: Backup
$Message: XSTR("Reinforcements here. Standing by for orders.", 2745)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_backup.wav
$Name: Backup
$Message: XSTR("Sir, reinforcements are now in position!", 2746)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_backup.wav
$Name: Backup
$Message: XSTR("The cavalry has arrived, sir.", 2747)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_backup.wav
$Name: Backup
$Message: XSTR("Reinforcements have arrived. Awaiting orders.", 2748)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_backup.wav
$Name: Backup
$Message: XSTR("We are here to assist. What is your status?", 2749)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_backup.wav
$Name: Backup
$Message: XSTR("We will reinforce your wing. Please transmit orders.", 2750)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_backup.wav
;; BETA WING ARRIVAL ..........................................................................
$Name: Beta Arrived
$Message: XSTR("Beta wing here. Standing by.", 2751)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_beta.wav
$Name: Beta Arrived
$Message: XSTR("This is Beta wing. What's your status?", 2752)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_beta.wav
$Name: Beta Arrived
$Message: XSTR("Beta wing now in position.", 2753)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_beta.wav
$Name: Beta Arrived
$Message: XSTR("Beta wing has arrived. Awaiting orders.", 2754)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_beta.wav
$Name: Beta Arrived
$Message: XSTR("Beta wing here. We're now in system, Command!", 2755)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_beta.wav
$Name: Beta Arrived
$Message: XSTR("Beta wing is on station.", 2756)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_beta.wav
$Name: Beta Arrived
$Message: XSTR("This is Beta wing. Standing by for orders.", 2757)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_beta.wav
;; CHECK YOUR SIX .............................................................................
$Name: Check 6
$Message: XSTR("Check your six!", 2758)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Check6.wav
$Name: Check 6
$Message: XSTR("Bandit on your tail!", 2759)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Check6.wav
$Name: Check 6
$Message: XSTR("Watch your back, pilot!", 2760)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Check6.wav
$Name: Check 6
$Message: XSTR("Behind you, pilot!", 2761)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Check6.wav
$Name: Check 6
$Message: XSTR("On your six! On your six!", 2762)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Check6.wav
$Name: Check 6
$Message: XSTR("Take evasive action, pilot!", 2763)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Check6.wav
$Name: Check 6
$Message: XSTR("Bandit at six o'clock!", 2764)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_Check6.wav
;; DEATH (previously wingman scream)...................................................
$Name: Death
$Message: XSTR("Noooooooo!!!", 2765)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Death.wav
$Name: Death
$Message: XSTR("Aaaaaaaah!!!", 2766)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Death.wav
$Name: Death
$Message: XSTR("Help me!!!", 2767)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Death.wav
$Name: Death
$Message: XSTR("Mayday! Mayday!", 2768)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Death.wav
$Name: Death
$Message: XSTR("I'm going down! I'm going down!", 2769)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Death.wav
$Name: Death
$Message: XSTR("Avenge me!", 2770)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Death.wav
$Name: Death
$Message: XSTR("Long live the Emperor!", 2771)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_Death.wav
;; DELTA WING ARRIVAL .........................................................................
$Name: Delta Arrived
$Message: XSTR("This is Delta wing. What's your status?", 2772)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Delta.wav
$Name: Delta Arrived
$Message: XSTR("Delta wing now in position.", 2773)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Delta.wav
$Name: Delta Arrived
$Message: XSTR("Delta wing now on station. Awaiting orders.", 2774)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Delta.wav
$Name: Delta Arrived
$Message: XSTR("This is Delta wing. Give us a target, sir!", 2775)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Delta.wav
$Name: Delta Arrived
$Message: XSTR("Delta wing here. Standing by.", 2776)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Delta.wav
$Name: Delta Arrived
$Message: XSTR("Delta wing is ready to assist, pilot.", 2777)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Delta.wav
$Name: Delta Arrived
$Message: XSTR("This is Delta wing. What is your command?", 2778)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_Delta.wav
;; DEPART (previously named "WARPOUT") ........................................................
$Name: Depart
$Message: XSTR("Yes, sir! I'm outta here!", 2779)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_depart.wav
$Name: Depart
$Message: XSTR("You don't have to tell me twice!", 2780)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_depart.wav
$Name: Depart
$Message: XSTR("Roger that, sir. See you back home.", 2781)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_depart.wav
$Name: Depart
$Message: XSTR("Right away, sir. Jump drive engaged.", 2782)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_depart.wav
$Name: Depart
$Message: XSTR("Acknowledged. Returning to base now.", 2783)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_depart.wav
$Name: Depart
$Message: XSTR("We are departing as ordered.", 2784)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_depart.wav
$Name: Depart
$Message: XSTR("Returning to base.", 2785)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_depart.wav
$Name: Depart
$Message: XSTR("I copy. Engaging jump drive now.", 2786)
+Persona: Support Ship
+Avi Name: Head-TP3
+Wave Name: S_depart.wav
$Name: Depart
$Message: XSTR("Departing field of engagement.", 2787)
+Persona: Support Ship Vasudan
+Avi Name: Head-VP2
+Wave Name: VS_depart.wav
$Name: Depart
$Message: XSTR("We are departing as ordered.", 2788)
+Persona: Large Ship Vasudan
+Avi Name: Head-VP1
+Wave Name: 6_depart.wav
;; DISABLE TARGET .............................................................................
$Name: Disable Target
$Message: XSTR("Roger that, sir. Disabling your target.", 2789)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Disable.wav
$Name: Disable Target
$Message: XSTR("Yes, sir! Targeting engines now!", 2790)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Disable.wav
$Name: Disable Target
$Message: XSTR("Acquiring lock on engines.", 2791)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Disable.wav
$Name: Disable Target
$Message: XSTR("I copy that. Disabling your target now.", 2792)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Disable.wav
$Name: Disable Target
$Message: XSTR("Roger that. We'll knock out those engines for you, sir!", 2793)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Disable.wav
$Name: Disable Target
$Message: XSTR("Affirmative. Disabling your target.", 2794)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Disable.wav
$Name: Disable Target
$Message: XSTR("Acknowledged. Engine subsystem targeted.", 2795)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_Disable.wav
;; DISARM TARGET ..............................................................................
$Name: Disarm Target
$Message: XSTR("Yes, sir! Targeting weapons now!", 2796)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Disarm.wav
$Name: Disarm Target
$Message: XSTR("Target data received. Acquiring lock.", 2797)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Disarm.wav
$Name: Disarm Target
$Message: XSTR("I copy, sir. Disarming your target.", 2798)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Disarm.wav
$Name: Disarm Target
$Message: XSTR("I'm on it.", 2799)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Disarm.wav
$Name: Disarm Target
$Message: XSTR("Roger that, sir. Disarming target now.", 2800)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Disarm.wav
$Name: Disarm Target
$Message: XSTR("Acknowledged. Weapon subsystem targeted. ", 2801)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Disarm.wav
$Name: Disarm Target
$Message: XSTR("I copy. Neutralizing weapons.", 2802)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_Disarm.wav
#End