Difference between revisions of "Mflash.tbl"
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− | + | The '''mflash.tbl''' is used to define different muzzleflashes that are seen in game. | |
This table is one of the [[Modular Tables]] and can be extended with xxx-mfl.tbm | This table is one of the [[Modular Tables]] and can be extended with xxx-mfl.tbm | ||
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==Format== | ==Format== |
Latest revision as of 04:33, 13 October 2020
Revision information.....
- FSO Revision: 4896
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 mflash.tbl is used to define different muzzleflashes that are seen in game.
This table is one of the Modular Tables and can be extended with xxx-mfl.tbm
Contents
Format
- Table begins with #Muzzle flash types
- Each muzzleflash is its own section that starts with $Mflash:
- Table ends with #end
Mflash:
+name:
- Defines the name of the muzzleflash
- Every muzzleflash may have several graphics (animations) attached to it
- Every 'blob' needs their own +blob_name:, +blob_offset:, and +blob_radius: properties
- Syntax: String
+override
FS2 Open 3.6.10:
- Removes the existing blobs before adding new ones.
+blob_name:
- Defines the animation used for the 'blob'
- Syntax: String
+blob_offset:
- Defines the distance from the firing point along the 'line of fire' for the centerpoint of animation
- Syntax: Float
+blob_radius:
- Defines the radius of the animation
- Syntax: Float
Sample
- Retail FreeSpace 2 table
- Has 1 muzzleflash that has four animations attached to it
#Muzzle flash types ;; small muzzle flash $Mflash: +name: mflash_small ;; whatever you want to name it +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 1.0 +blob_radius: 6.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 4.5 +blob_radius: 4.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 6.0 +blob_radius: 3.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 8.5 +blob_radius: 3.0 #end