Difference between revisions of "Weapon expl.tbl"

From FreeSpace Wiki
Jump to: navigation, search
m (changed to template)
(Replaced link to list of tables with actual list on the right.)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{TableVersion|5211|5307}}
+
{{TableVersion|6581}}
 +
{{Tables}}
 +
The '''weapon_expl.tbl''' defines the effect lods to use for weapon explosion effects.
  
 +
This table is one of the [[Modular Tables]] and can be extended with xxx-wxp.tbm
  
Originally, weapon_expl.tbl recorded the number of LODs for each explosion image.
+
==General Info==
 
+
*Originally, weapon_expl.tbl recorded the number of LODs for each explosion image.
 
+
*Regardless, when FS2 searches for additional LODs, it will use the animation with the specified name for LOD0, and then use "NAME_#" for additional LODs.
Regardless, when FS2 searches for additional LODs, it will use the animation with the specified name for LOD0, and then use "NAME_#" for additional LODs.
+
**Example: ExpMissileHit1.eff (LOD 0), ExpMissileHit1_1.eff (LOD1)
*Example: ExpMissileHit1.eff (LOD 0), ExpMissileHit1_1.eff (LOD1)
 
 
 
  
 
==General Format==
 
==General Format==
 
There is really only one section of weapon_expl.tbl, and that section has exactly one entry type.
 
There is really only one section of weapon_expl.tbl, and that section has exactly one entry type.
*<nowiki>#</nowiki>'''Start'''
+
*'''#Start'''
 
*The list of all weapon effects entries
 
*The list of all weapon effects entries
*<nowiki>#</nowiki>'''End'''
+
*'''#End'''
  
  

Latest revision as of 04:42, 13 October 2020

Revision information.....

FSO Revision: 6581
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


List of Tables and related code files
* Notes Modular Tables
** Notes tables which only use modular tables
Ai.tbl* /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl* /asteroid/asteroid.cpp
Autopilot.tbl* /autopilot/autopilot.cpp
Cheats.tbl* /cheats_table/cheats_table.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Curves.tbl* /math/curves.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl* /cutscene/cutscenes.cpp
Decals.tbl** /decals/decals.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl* /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl* /iff_defs/iff_defs.cpp
Keywords.tbl* Not In Codebase
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl* /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl* /stats/medals.cpp
Messages.tbl* /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl* /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Options.tbl* Not In Codebase
Particle effects(-part.tbm)** /particle/effects...
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl* /stats/scoring.cpp
Scpui.tbl* Not In Codebase
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl* /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl* /menuui/playermenu.cpp
Traitor.tbl* /stats/scoring.cpp
Tstrings.tbl* /localization/localize.cpp
Virtual_pofs.tbl* /model/modelreplace.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The weapon_expl.tbl defines the effect lods to use for weapon explosion effects.

This table is one of the Modular Tables and can be extended with xxx-wxp.tbm

General Info

  • Originally, weapon_expl.tbl recorded the number of LODs for each explosion image.
  • Regardless, when FS2 searches for additional LODs, it will use the animation with the specified name for LOD0, and then use "NAME_#" for additional LODs.
    • Example: ExpMissileHit1.eff (LOD 0), ExpMissileHit1_1.eff (LOD1)

General Format

There is really only one section of weapon_expl.tbl, and that section has exactly one entry type.

  • #Start
  • The list of all weapon effects entries
  • #End


Weapon Effect

$Name:

  • Defines which explosion file this entry is for
  • Syntax: String


$LOD:

  • Defines how many LODs this explosion file has (up to 4)
  • Syntax: Integer, of LODs.


Sample

#Start
$Name:      ExpMissileHit1
$LOD:       3
#End