Difference between revisions of "Game settings.tbl"
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The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally. | The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally. | ||
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{{Table371| | {{Table371| | ||
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}} | *Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}} | ||
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+ | ===$Beams Use Damage Factors:=== | ||
+ | {{Table371| | ||
+ | *Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)}} | ||
==#END== | ==#END== |
Revision as of 02:32, 20 October 2014
This feature requires FreeSpace Open |
Revision information.....
- FSO Revision: 11089
The game_settings.tbl, also known as mod.tbl, defines options that can be changed globally.
This table is one of the Modular Tables and can be extended with xxx-mod.tbm
Contents
#CAMPAIGN SETTINGS
Optional. This group contains various Campaign related settings and overrides.
$Default Campaign File Name:
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.
- Syntax: String
#Ignored Campaign File Names
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. File extensions are required.
$Campaign File Name:
File name of the campaign to ignore. Multiple entries may exist.
- Syntax: String
$Red-alert applies to delayed ships:
Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.
- Syntax: Boolean
- Default Value: NO
#HUD SETTINGS
Optional. This group contains various HUD behavior settings and overrides
$Directive Wait Time:
- Defines how long the game will wait before displaying a directive.
- Syntax: Integer
- Values: Greater than or equal to 0 ms
$Cutscene camera displays HUD:
Show the HUD when the cutscene camera is enabled.
- Syntax: Boolean
- Default Value: NO
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.
$Full color head animations:
Enables full-color head ANIs. Normal head ANIs will appear in gray.
- Syntax: Boolean
- Default Value: NO
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.
#SEXP SETTINGS
Optional. This group contains SEXP settings and overrides.
$Loop SEXPs Then Arguments:
Flips how when-argument settings loop. See: SEXP Argument changes via mod.tbl
- Syntax: Boolean
- Default Value: NO
$Use Alternate Chaining Behavior:
When set, this makes the event chaining behavior act as people expected it to be in Mantis #82.
- Syntax: Boolean
- Default Value: NO
#GRAPHICS SETTINGS
Optional. This group contains settings related to graphics.
$Enable External Shaders:
Enables the use of external shader files. By default, the engine will use the built-in shaders.
- Syntax: Boolean
- Default Value: NO
$Default Detail Level:
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.
- Syntax: Integer (0-3)
- Default Value: 3 (very high)
$Briefing Window FOV:
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.
- Syntax: Float (0.0 to 1.0)
- Default Value: 0.29375
#SOUND SETTINGS
Optional. This group contains sound-related settings
$Default Sound Volume:
- Defines the default sound fx volume for new pilots.
- Syntax: Float, between 0.0 and 1.0
- Default Value: 1.0
$Default Music Volume:
- Defines the default music volume for new pilots.
- Syntax: Float, between 0.0 and 1.0
- Default Value: 0.5
$Default Voice Volume:
- Defines the default voice volume for new pilots.
- Syntax: Float, between 0.0 and 1.0
- Default Value: 0.7
#FRED SETTINGS
Optional. This group contains settings for FRED.
$Disable Hard Coded Message Head Ani Files:
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.
- Syntax: Boolean
- Default Value: NO
#OTHER SETTINGS
Optional. This group contains miscellaneous settings.
$Fixed Turret Collisions:
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.
- Syntax: Boolean
- Default Value: NO
$Damage Impacted Subsystem First:
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.
- Syntax: Boolean
- Default Value: NO
$Default ship select effect:
- This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.
- Possible options are "FS2", "FS1", and "off"
$Default weapon select effect:
- This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.
- Possible options are "FS2", "FS1", and "off"
$Weapons inherit parent collision group:
- When set to true, Weapons fired by a ship will inherit their parents' collision group setting. Default is false.
$Flight controls follow eyepoint orientation:
- Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.
$Beams Use Damage Factors:
- Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)
#END
Required. The last line of the table must be #END
Sample Entry
#CAMPAIGN SETTINGS $Default Campaign File Name: NewCampaignFile #Ignored Campaign File Names $Campaign File Name: FreeSpace2.fc2 #HUD SETTINGS $Directive Wait Time: 5000 #SEXP SETTINGS $Loop SEXPs Then Arguments: True #OTHER SETTINGS $Self Praise Percentage: 75 #END