Difference between revisions of "Asteroid.tbl"

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(Documented $Split)
(Documented $Explosion Animations and $Explosion Radius Mult)
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*Defines the damage type of the asteroid explosion. '''REQUIRES ADDITIONAL TABLE FILE'''.
 
*Defines the damage type of the asteroid explosion. '''REQUIRES ADDITIONAL TABLE FILE'''.
 
*Syntax: '''String''', name of the damage type as referenced in [[armor.tbl]]}}
 
*Syntax: '''String''', name of the damage type as referenced in [[armor.tbl]]}}
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===$Explosion Animations:===
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{{Table3615|
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*Defines the explosion animations used for the asteroid.
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*Syntax: '''''Integer list''''', indices to fireballs defined in fireball.tbl}}
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===$Explosion Radius Mult:===
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{{Table3615|
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*Defines the radius multiplier for the explosion fireballs, with a value of 1.0 causing the radius of the fireball to be equal to the radius of the asteroid. Defaults to 1.5 for large asteroids and 1.0 for others.
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*Syntax: '''''Float'''''}}
  
  

Revision as of 19:12, 12 November 2011

Revision information.....

FSO Revision: 5211
Note: Please update the version when the page is updated. If your edit had nothing to do with new code entries then please do not edit the version



General Format

  • Asteroid.tbl is used to define all asteroids and debris pieces in-game.
  • #Asteroid Types
  • Asteroid and debris data
  • #End
  • $Impact Explosion:
    • Defines the effect used when weapon strikes at asteroid
    • Syntax: Filename
  • $Impact Explosion Radius:
    • Defines the radius of the effect
    • Syntax: Value, (meters)


Asteroid and Debris Data

  • Used to define asteroid types and their physical characteristics
  • First three entries are different sized asteroids, small medium and large respectively
  • Next three are debris pieces for the 1st species in the species_defs.tbl
  • And so on in series of three


$Name:

  • Defines the name of asteroid or debris object


$POF file1:

  • Defines the name of the model file (.pof) used for asteroid or debris model
  • Syntax: String.pof, filename


$POF file2:

  • Note: This does not work for debris chunks. The game will always only use POF file1.
  • Defines the name of the alternate asteroid or debris model of the set size
  • Syntax: String.pof or none, filename


$POF file3:

  • Note: This does not work for debris chunks. The game will always only use POF file1.
  • Defines the name of the alternate asteroid model
  • If the object in question is has $POF file2: set as none then this entry is not needed
  • Syntax: String.pof or none, filename


$Detail distance:

  • Definies the distance where the change between different Levels-Of-Details (LODs) occurs
  • Syntax: ( Integer list ), comma separated integers, one for each LOD
    • Example: (0, 30, 80, 150)


$Max Speed:

  • Defines the maximum velocity of the asteroid
  • Syntax: Float, meters per second


$Damage Type:

FS2 Open 3.6.10:
  • Defines the damage type of the asteroid explosion. REQUIRES ADDITIONAL TABLE FILE.
  • Syntax: String, name of the damage type as referenced in armor.tbl


$Explosion Animations:

FS2 Open, 3.6.16:
  • Defines the explosion animations used for the asteroid.
  • Syntax: Integer list, indices to fireballs defined in fireball.tbl


$Explosion Radius Mult:

FS2 Open, 3.6.16:
  • Defines the radius multiplier for the explosion fireballs, with a value of 1.0 causing the radius of the fireball to be equal to the radius of the asteroid. Defaults to 1.5 for large asteroids and 1.0 for others.
  • Syntax: Float


$Expl inner rad:

  • Radius at which the full explosion damage is done
  • Syntax: Float, meters


$Expl outer rad:

  • Maximum radius at which any damage is done
  • Syntax: Float, meters


$Expl damage:

  • Amount of damage done inside the inner radius
  • Syntax: Float, damage


$Expl blast:

  • The intensity of the blast effect when you're within the outer radius
  • Syntax: Float, blast effect


$Hitpoints:

  • Defines the hitpoints of the asteroid or debris piece. Hitpoints are modified downward by skill level.
  • Syntax: Float, hitpoints


$Split:

FS2 Open, 3.6.16:
  • Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.
  • Syntax: Integer, an asteroid index. The first asteroid defined by the table has index 0, the second one has index 1, and so on.
  • +Min:
    • The minimum number of spawned asteroids. Default 0.
    • Syntax: Integer
  • +Max:
    • The maximum number of spawned asteroids. Default 0.
    • Syntax: Integer


Sample

  • Single asteroid entry fos retail FS2 table
#Asteroid Types

$Name:               Small Asteroid
$POF file1:          ast03.pof
$POF file2:          asta03.pof
$POF file3:          astb03.pof
$Detail distance:    (0, 30, 80, 150)
$Max Speed:          60.0
$Expl inner rad:     0.0
$Expl outer rad:     0.0
$Expl damage:        0.0
$Expl blast:         0.0
$Hitpoints:          23

#End

$Impact Explosion:            ExpMissilehit1
$Impact Explosion Radius:     20.0