Difference between revisions of "Weapon expl.tbl"
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− | + | {{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. | ||
− | * | + | *'''#Start''' |
*The list of all weapon effects entries | *The list of all weapon effects entries | ||
− | * | + | *'''#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