Difference between revisions of "Weapons.tbl"

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m (Added little things)
(Partial rewrite)
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*Wanderer
 
*Wanderer
 
*Contribute and include yourself here
 
*Contribute and include yourself here
 +
 +
==Special Case Weapons==
 +
===Beam Cannons===
 +
*'''REQUIRES: "beam" flag'''
 +
*'''REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]'''
 +
===Flak Guns===
 +
*'''REQUIRE: "flak" and "particle spew" flags'''
 +
*Must have inner and outer radius defined to have any effect.
 +
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses particle spew. Trails can also be added.
  
 
==Weapons Table==
 
==Weapons Table==
Line 30: Line 39:
 
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box. If the weapon has an @ symbol in front of it, it means it's allowed in the demo. It doesn't really do anything in the retail version.
 
*This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box. If the weapon has an @ symbol in front of it, it means it's allowed in the demo. It doesn't really do anything in the retail version.
 
*Syntax: ''Name''
 
*Syntax: ''Name''
 +
 +
<font color=red>
 +
====$Subtype:====
 +
</font >
  
 
====+Title:====
 
====+Title:====
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   "''The Subach-Innes HL-7...''", 3245)
 
   "''The Subach-Innes HL-7...''", 3245)
 
   $end_multi_text
 
   $end_multi_text
 +
 +
<font color=red>
 +
====$Tech Model:====
 +
 +
====$HUD Image:====
 +
*Defines the picture used in HUD loadout list
 +
*Syntax: ???
 +
</font >
  
 
====$Model File:====
 
====$Model File:====
*Filename of the model file (.pof) at data/models folder. Additional fields after the $Model file: are not required if model has been defined.
+
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from '''''@Laser Bitmap:''''' and ending to '''''@Laser Tail Radius:''''' are not required if model has been defined.
 
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.
 
*Standard primaries and beam cannons do not use specific models so for those the name is 'none'.
 
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.
 
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.
 
*Syntax: ''Filename.pof'' or ''none''
 
*Syntax: ''Filename.pof'' or ''none''
 
**Example: ''none''
 
**Example: ''none''
*'''@Laser Bitmap:'''
+
 
 +
<font color=red>
 +
====$POF target LOD:====
 +
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view
 +
*Syntax: ''Value''
 +
 
 +
====$External Model File:====
 +
 
 +
====$Submodel Rotation Speed:====
 +
 
 +
====$Submodel Rotation Acceleration:====
 +
</font>
 +
 
 +
====@Laser Bitmap:====
 
**The graphic file to be used as the weapon effect if no model is defined.
 
**The graphic file to be used as the weapon effect if no model is defined.
 
**Syntax: ''Filename''
 
**Syntax: ''Filename''
*'''@Laser Glow:'''
+
 
 +
====@Laser Glow:====
 
**The graphic file that determines the glow of the weapon effect if no model is defined
 
**The graphic file that determines the glow of the weapon effect if no model is defined
 
**Syntax: ''Filename''
 
**Syntax: ''Filename''
*'''@Laser Color:'''
+
 
 +
====@Laser Color:====
 
**The color of the weapon effect when you fire it.
 
**The color of the weapon effect when you fire it.
 
**Syntax: ''Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
 
**Syntax: ''Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
 
***Example: ''250, 0, 0''
 
***Example: ''250, 0, 0''
*'''@Laser Color2:'''
+
 
 +
====@Laser Color2:====
 
**The color of the weapon effect at its maximum range.
 
**The color of the weapon effect at its maximum range.
 
**Syntax: ''Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
 
**Syntax: ''Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
 
***Example: ''0, 0, 250''
 
***Example: ''0, 0, 250''
*'''@Laser Length:'''
+
 
 +
====@Laser Length:====
 
**Length of the weapon effect.
 
**Length of the weapon effect.
 
**Syntax: ''Value'', (1/10 of a meters)
 
**Syntax: ''Value'', (1/10 of a meters)
*'''@Laser Head Radius:'''
+
 
 +
====@Laser Head Radius:====
 
**Width of the head of the weapon effect.
 
**Width of the head of the weapon effect.
 
**Syntax: ''Value'', (meters ?)
 
**Syntax: ''Value'', (meters ?)
*'''@Laser Tail Radius:'''
+
 
 +
====@Laser Tail Radius:====
 
**Width of the tail of the weapon effect.
 
**Width of the tail of the weapon effect.
 
**Syntax: ''Value'' (meters ?)
 
**Syntax: ''Value'' (meters ?)
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*Override for the damage caused by shockwaves
 
*Override for the damage caused by shockwaves
 
*Syntax: ''Value'', (damage value)
 
*Syntax: ''Value'', (damage value)
 +
 +
====$Shockwave Damage Type:====
 +
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions
 +
*Syntax: ''Name'', as defined in armor.tbl
 
</font>
 
</font>
  
Line 150: Line 194:
 
<font color=red>
 
<font color=red>
 
====$Shockwave rotation:====
 
====$Shockwave rotation:====
*???
+
*Defines how the shockwave is rotated.
 +
*Syntax:
  
 
====$Shockwave model:====
 
====$Shockwave model:====
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*It uses exactly same entries as the standard shockwaves
 
*It uses exactly same entries as the standard shockwaves
 
*'''+Shockwave damage:'''
 
*'''+Shockwave damage:'''
*'''+Blast force:'''
+
*'''+Shockwave damage type:'''
*'''+Inner radius:'''
+
*'''+Blast Force:'''
*'''+Outer radius:'''
+
*'''+Inner Radius:'''
*'''+Shockwave speed:'''
+
*'''+Outer Radius:'''
*'''+Shockwave rotation:'''
+
*'''+Shockwave Speed:'''
*'''+Shockwave model:'''
+
*'''+Shockwave Rotation:'''
*'''+Shockwave name:'''
+
*'''+Shockwave Model:'''
 +
*'''+Shockwave Name:'''
 
</font>
 
</font>
  
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*Multiplier for the damage done to subsystems
 
*Multiplier for the damage done to subsystems
 
*Syntax: ''Value'', (damage multiplier)
 
*Syntax: ''Value'', (damage multiplier)
 +
 +
<font color=red>
 +
====$Lifetime Min:====
 +
*Defines the minimum lifetime of the weapon (countermeasure)
 +
*Syntax: ''Value'', (seconds)
 +
 +
====$Lifetime Max:====
 +
*Defines the maximum lifetime of the weapon (countermeasure)
 +
*Syntax: ''Value'', (seconds)
 +
</font>
  
 
====$Lifetime:====
 
====$Lifetime:====
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**Syntax: ''Value'', (seconds)
 
**Syntax: ''Value'', (seconds)
 
*'''+View Cone:'''
 
*'''+View Cone:'''
**'''Heat-seeking missiles only''', this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline.
+
**'''Heat-seeking missiles only''', this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. <font color=red>Has been enabled also to aspect seekers. </font>
 
**Syntax: ''Value'', (degrees)
 
**Syntax: ''Value'', (degrees)
 
*'''+Min Lock Time:'''
 
*'''+Min Lock Time:'''
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**'''For aspect missiles only''', extra pixels to move after catching up ????
 
**'''For aspect missiles only''', extra pixels to move after catching up ????
 
**Syntax: ''Value'', (pixels)
 
**Syntax: ''Value'', (pixels)
*Syntax: ''YES'' or ''NO'', usually NO
+
<font color=red>
 +
*'''+Seeker Strenght:'''
 +
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as '''cm type effectiveness'''/'''seeker strength'''.
 +
**Syntax: ''Value'', (seeker strenght)
 +
</font>
  
 
====$Swarm:====
 
====$Swarm:====
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*Is incompatible with "Corkscrew" option.
 
*Is incompatible with "Corkscrew" option.
 
*Syntax: ''Value''
 
*Syntax: ''Value''
 +
<font folor=red>
 +
*'''+SwarmWait:'''
 +
**Defines the time between weapons fired in a swarm
 +
**Syntax: ''Value'', (milliseconds)
 +
***Default: 150
 +
 +
====$Free Flight Time:====
 +
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.
 +
*Syntax: ''Value'', (seconds)
 +
**Default: 0.25
 +
</font>
  
 
====$LaunchSnd:====
 
====$LaunchSnd:====
 
*Corresponding sound effect when the weapon is launched.
 
*Corresponding sound effect when the weapon is launched.
*Syntax: ''Value'', identification number of the sound as defined in sounds.tbl
+
*Syntax: ''Value'', name or identification number of the sound as defined in sounds.tbl
  
 
====$ImpactSnd:====
 
====$ImpactSnd:====
 
*Sound the weapon makes when it hits a hull.
 
*Sound the weapon makes when it hits a hull.
 +
*Syntax: ''Value'', name or identification number of the sound as defined in sounds.tbl
 +
 +
<font color=red>
 +
====$Disarmed ImpactSnd:====
 +
*Sound the weapon makes when it hits a hull before being armed.
 
*Syntax: ''Value'', identification number of the sound as defined in sounds.tbl
 
*Syntax: ''Value'', identification number of the sound as defined in sounds.tbl
 +
</font>
  
 
====$FlyBySnd:====
 
====$FlyBySnd:====
 
*The sound this weapon makes if it narrowly misses you. -1 is no sound.
 
*The sound this weapon makes if it narrowly misses you. -1 is no sound.
*Syntax: ''Value'', identification number of the sound as defined in sounds.tbl, usually -1
+
*Syntax: ''Value'', name or identification number of the sound as defined in sounds.tbl, usually -1
 +
 
 +
<font color=red>
 +
====$Model:====
 +
*????
 +
*Syntax: ????
 +
</font>
 +
 
 +
====$Rearm Rate:====
 +
*Defines the rate the weapons are loaded to the ship
 +
*Syntax: ''Value'', (missiles per s)
  
 
====+Weapon Range:====
 
====+Weapon Range:====
 
*Defines the range to the target where the weapons under AI will start firing.??
 
*Defines the range to the target where the weapons under AI will start firing.??
 
*Syntax: ''Value'', (meters)
 
*Syntax: ''Value'', (meters)
 +
 +
<font color=red>
 +
====+Weapon Min Range:====
 +
*Defines the minimum range to the target where the weapons under AI will still fire.
 +
*Syntax: ''Value'', (meters)
 +
</font>
  
 
====$Flags:====
 
====$Flags:====
*Flags are detailed below.
+
*Flags are detailed below, in [[weapons.tbl#Weapon Flags|weapon flags section]].
  
 
====$Trail:====
 
====$Trail:====
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</font>
 
</font>
  
====$Tag:====
+
====$Muzzleflash:====
*Allowed for secondary weapons
+
*Normally only with flak cannons.
*Location: After $Impact Explosion Radius:
+
*Defines the muzzle flash the weapon uses
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.
+
*Syntax: ''Muzzleflash name'', as defined in mflash.tbl
*Syntax: ''TAG level'' ''Value'', (seconds)
 
 
 
====$Leech Weapon:====
 
**The amount of weapon energy to drain with each hit
 
**Syntax: ''Value''
 
 
 
====$Leech Afterburner:====
 
**The amount of afterburner fuel to drain with each hit
 
**Syntax: ''Value''
 
  
 
====$EMP Intensity:====
 
====$EMP Intensity:====
Line 318: Line 402:
 
**Syntax: ''Value'', (seconds)
 
**Syntax: ''Value'', (seconds)
  
====$Muzzleflash:====
+
====$Leech Weapon:====
*Normally only with flak cannons.
+
**The amount of weapon energy to drain with each hit
*Defines the muzzle flash the weapon uses
+
**Syntax: ''Value''
*Syntax: ''Muzzleflash name'', as defined in mflash.tbl
 
  
<font color=red>
+
====$Leech Afterburner:====
====$Pspew:====
+
**The amount of afterburner fuel to drain with each hit
*Defines a particle spew effect for the given weapon
 
*'''+Count:'''
 
**Defines???
 
**Syntax: ''Value''
 
*'''+Time:'''
 
**Defines???
 
**Syntax: ''Value'', (seconds)
 
*'''+Vel:'''
 
**Defines the created paricles speed relative to the weapon speed
 
**Syntax: ''Value'', (meters per second)
 
*'''+Radius:'''
 
**Defines the size of the created particles
 
**Syntax: ''Value'', (meters)
 
*'''+Life:'''
 
**Defines???
 
**Syntax: ''Value'', (seconds)
 
*'''+Scale:'''
 
**Defines???
 
 
**Syntax: ''Value''
 
**Syntax: ''Value''
*'''+Bitmap:
 
**Defines the animation used to create the particle spew effect
 
**Syntax: ''Filename''
 
 
====$fof:====
 
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy
 
**Syntax: ''Value'', (degrees)
 
 
====$decal:====
 
*Defines impact decals if they are in use
 
*'''+texture:'''
 
**Defines the texture used for impact decals
 
**Syntax: ''Filename''
 
*'''+radius:'''
 
**Defines the size of the impact decals on target
 
**Syntax: ''Value'', (meters)
 
  
 +
<font color=red>
 
====$Corkscrew:====
 
====$Corkscrew:====
 
*Allow corkscrew parameters to be defined
 
*Allow corkscrew parameters to be defined
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**Syntax: ''Value'' (radians per second)
 
**Syntax: ''Value'' (radians per second)
  
 +
====$Spawn Angle:====
 +
*Defines the cone (with an angle) where the spawned weapons appear. Value / 2 gives the angle from the missiles centerline.
 +
*Syntax: ''Value'', (degrees)
 +
 +
====$Local SSM:====
 +
*Defines the local SSM.
 +
*'''+Warpout Delay:'''
 +
*'''+Warpin Delay:'''
 +
*'''+Stage 5 Velocity:'''
 +
*'''+Warpin Radius:'''
 +
*'''+Lock Range:'''
 +
 +
====$Countermeasure:====
 +
*Defines the countermeasure effectiveness and radius
 +
*'''+Heat Effectiveness:'''
 +
**Defines the countermeasures effectiveness against heat seeking missiles
 +
**Syntax: ''Value'', (cm type effectiveness)
 +
***Default: 1
 +
*'''+Aspect Effectiveness:'''
 +
**Defines the countermeasures effectiveness against aspect seeking missiles
 +
**Syntax: ''Value'', (cm type effectiveness)
 +
***Default: 1
 +
*'''+Effective Radius:'''
 +
**Defines the countermeasures effective radius
 +
**Syntax: ''Value'', (meters)
 +
***Default: 300
 
</font>
 
</font>
----
 
 
===Beam Cannons===
 
*Special case weapons
 
*'''REQUIRES: "beam" flag'''
 
  
 
====$BeamInfo:====
 
====$BeamInfo:====
*Location: Ater $Impact Explosion Radius:
 
*Has special fields for different beam parameters
 
 
*'''+Type:'''
 
*'''+Type:'''
 
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.
 
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.
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**What percentage of max width we subtract per second
 
**What percentage of max width we subtract per second
 
**Syntax: ''Value''
 
**Syntax: ''Value''
 +
<font color=red>
 +
*'''+Range:'''
 +
**Defines the maximum range where the beam still has any effect.
 +
**Syntax: ''Value'', (meters)
 +
*'''+Attenuation:'''
 +
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.
 +
**Syntax: ''Value'', (from 0 - firing point to 1 - no effect)
 +
***Default: 1
 +
</font>
 
*'''$Section:'''
 
*'''$Section:'''
 
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.
 
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.
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**'''+Zadd:'''
 
**'''+Zadd:'''
 
***Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be.
 
***Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be.
***Syntax: ''Value''
+
***Syntax: ''Value'' <font color=red>
 +
**'''+Tile Factor:'''
 +
***Defines the beam texture tileing factor.
 +
***Syntax: ''Value'', (from 0 to 1)
 +
**'''+Translation:'''ä
 +
***Defines the beam texture moveing stuff.
 +
***Syntax: ''Value'', (from 0 to 1)
  
----
+
====$Pspew:====
 +
*Defines a particle spew effect for the given weapon
 +
*'''+Count:'''
 +
**Defines???
 +
**Syntax: ''Value''
 +
*'''+Time:'''
 +
**Defines???
 +
**Syntax: ''Value'', (seconds)
 +
*'''+Vel:'''
 +
**Defines the created paricles speed relative to the weapon speed
 +
**Syntax: ''Value'', (meters per second)
 +
*'''+Radius:'''
 +
**Defines the size of the created particles
 +
**Syntax: ''Value'', (meters)
 +
*'''+Life:'''
 +
**Defines???
 +
**Syntax: ''Value'', (seconds)
 +
*'''+Scale:'''
 +
**Defines???
 +
**Syntax: ''Value''
 +
*'''+Bitmap:
 +
**Defines the animation used to create the particle spew effect
 +
**Syntax: ''Filename''
 +
</font>
  
===Flak Cannons===
+
====$Tag:====
*Special case weapons.
+
*Allowed for secondary weapons
*'''REQUIRE: "flak" and "particle spew" flags'''
+
*Location: After $Impact Explosion Radius:
*Must have inner and outer radius defined to have any effect.
+
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses particle spew.
+
*Syntax: ''TAG level'' ''Value'', (seconds)
  
----
+
<font color=red>
 +
====$SSM:====
 +
*Defines the weapons SSM index number:
 +
*Syntax: ''Value''
  
==Retail FS2 - Weapon Flags==
+
====$FOF:====
 +
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy
 +
*Syntax: ''Value'', (degrees)
  
==="in tech database"===
+
====$Shots:====
*Has the weapon in the tech database at the start of the campaign
+
*Defines the number of shots every time the weapon is fired.
 +
*Syntax: ''Value'', (number of shots)
  
==="player allowed"===
+
====$decal:====
*Allows this weapon as a player weapon
+
*Defines impact decals if they are in use
 +
*'''+texture:'''
 +
**Defines the texture used for impact decals (can use '''''-burn''''' and '''''-glow''''' textures)
 +
**Syntax: ''Filename''
 +
*'''+backface texture:'''
 +
**Defines ???
 +
**Syntax: ''Filename''
 +
*'''+radius:'''
 +
**Defines the size of the impact decals on target
 +
**Syntax: ''Value'', (meters)
 +
*'''+burn time:'''
 +
**Defines the time the '''''-burn''''' texture appears on the target
 +
**Syntax: ''Value''
 +
</font>
  
==="stream"===
+
==Weapon Flags==
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.
 
  
==="puncture"===
+
==="Electronics"===
*Reduces hull damage by 25%
+
*Will seize up the weapons and engines systems of any ship of cruiser class or below for a short period of time
  
==="shudder"===
+
==="Spawn ''Name'',''Value''"===
*Makes your ship shudder while you're firing it
+
*Will spawn the specified number of defined missiles upon detonation.
  
==="esuck"===
+
==="Remote Detonate"===
*Drains the target's energy banks
+
*Can be triggered remotely via a second press on the trigger
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]
 
  
==="particle spew"===
+
==="Puncture"===
*Makes the weapon projectile spew out particles
+
*Reduces hull damage by 25%
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]
 
 
 
==="beam"===
 
*Makes this weapon a beam cannon
 
  
 
==="Big Ship"===
 
==="Big Ship"===
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==="Huge"===
 
==="Huge"===
 
*Allows this weapon to do the final 10% damage to a ship with the "Big Damage" flag
 
*Allows this weapon to do the final 10% damage to a ship with the "Big Damage" flag
 
==="Flak"===
 
*Makes this weapon a flak gun
 
 
==="Corkscrew"===
 
*Makes this weapon spiral AND swarm 4.
 
<font color=red>
 
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]
 
</font>
 
 
==="Lockarm"===
 
*Requires a target lock in order to arm its warhead
 
  
 
==="Bomber+"===
 
==="Bomber+"===
*The AI will prefer to use this weapon against bombers.
+
*The AI will prefer to use this weapon against bombers
  
==="Spawn ''Name'',''Value''"===
+
==="child"===
*Will spawn the specified number of missiles named upon detonation.
+
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with "Spawn ''Name'',''Value''"
 
 
==="Remote Detonate"===
 
*Can be triggered remotely via a second press on the trigger
 
  
 
==="Bomb"===
 
==="Bomb"===
Line 534: Line 639:
 
==="No Dumbfire"===
 
==="No Dumbfire"===
 
*Missile will not fire without a lock
 
*Missile will not fire without a lock
 +
 +
==="in tech database"===
 +
*Has the weapon in the tech database at the start of the campaign
 +
 +
==="Player allowed"===
 +
*Allows this weapon as a player weapon
 +
 +
==="Particle Spew"===
 +
*Makes the weapon projectile spew out particles
 +
<font color=red>
 +
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]
 +
</font>
  
 
==="EMP"===
 
==="EMP"===
Line 539: Line 656:
 
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]
 
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]
  
==="Electronics"===
+
==="Esuck"===
*Will seize up the weapons and engines systems of any ship of cruiser class or below for a short period of time
+
*Drains the target's energy banks
 +
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]
 +
 
 +
==="Flak"===
 +
*Makes this weapon a [[weapons.tbl#Flak Guns|flak gun]]
 +
 
 +
==="Corkscrew"===
 +
*Makes this weapon spiral AND swarm 4.
 +
<font color=red>
 +
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]
 +
</font>
 +
 
 +
==="Shudder"===
 +
*Makes your ship shudder while you're firing the weapon
 +
 
 +
==="lockarm"===
 +
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.
 +
 
 +
==="beam"===
 +
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]
 +
 
 +
==="stream"===
 +
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.
 +
 
 +
==="puncture"===
 +
*Reduces hull damage by 25%
  
==="child"===
+
==="supercap"===
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with "Spawn ''Name'',''Value''"
+
*MaKes weapon capable of causing real damage against ships with "supercap" flag.
  
 
<font color=red>
 
<font color=red>
 +
==="countermeasure"===
 +
*Defines the weapon as a countermeasure
 +
 
==="Ballistic"===
 
==="Ballistic"===
 
*Defines the weapon as a ballistic weapon that needs ammunition.
 
*Defines the weapon as a ballistic weapon that needs ammunition.
  
==="no Pierce shields"===
+
==="pierce shields"===
*Prevents beams from piercing shields causing shields to be damaged by beams first.
+
*Causes weapons to penetrate shield without causing damage to it.
 +
 
 +
==="no pierce shields"===
 +
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.
 +
 
 +
==="local ssm"===
 +
 
 +
==="tagged only"===
 +
*Weapon can only be fired at tagged targets
 +
 
 +
==="beam no whack"===
 +
*Disables beam whacking. Practically same as setting beam mass to zero.
 +
 
 +
==="cycle"===
 +
*Causes weapon to alternate between firingpoints
 +
 
 +
==="small only"===
 +
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)
  
 
==="same turret cooldown"===
 
==="same turret cooldown"===
Line 604: Line 766:
 
   $Name:                            @Subach HL-7
 
   $Name:                            @Subach HL-7
 
       +Title:                          XSTR("GTW Subach HL-7", 3243)
 
       +Title:                          XSTR("GTW Subach HL-7", 3243)
       +Description:                  
+
       +Description:
 
   XSTR( "Standard Issue
 
   XSTR( "Standard Issue
 
   Level 3 Hull Damage
 
   Level 3 Hull Damage
Line 611: Line 773:
 
       +Tech Title:                      XSTR("Subach HL-7", 146)
 
       +Tech Title:                      XSTR("Subach HL-7", 146)
 
       +Tech Anim:                      Tech_Subach_HL-7
 
       +Tech Anim:                      Tech_Subach_HL-7
       +Tech Description:              
+
       +Tech Description:
   XSTR(  
+
   XSTR(
 
   "Descriptive text...", -1)
 
   "Descriptive text...", -1)
 
   $end_multi_text
 
   $end_multi_text
Line 632: Line 794:
 
   $Lifetime:                        2.0
 
   $Lifetime:                        2.0
 
   $Energy Consumed:                0.20
 
   $Energy Consumed:                0.20
   $Cargo Size:                     0.0
+
   $Cargo Size:                       0.0
 
   $Homing:                          NO
 
   $Homing:                          NO
   $LaunchSnd:                      76
+
   $LaunchSnd:                      76
   $ImpactSnd:                      85
+
   $ImpactSnd:                      85
   $Flags:                          (  "in tech database"  
+
   $Flags:                          (  "in tech database"
                                         "player allowed"  
+
                                         "player allowed"
 
                                         "stream")
 
                                         "stream")
 
   $Icon:                            iconSD4
 
   $Icon:                            iconSD4
Line 661: Line 823:
 
   $Velocity:                        275.0
 
   $Velocity:                        275.0
 
   $Fire Wait:                      2.0
 
   $Fire Wait:                      2.0
   $Damage:                          45
+
   $Damage:                          45
 
   $Blast Force:                    20.0
 
   $Blast Force:                    20.0
 
   $Inner Radius:                    80.0
 
   $Inner Radius:                    80.0
Line 673: Line 835:
 
   $Cargo Size:                      4.0
 
   $Cargo Size:                      4.0
 
   $Homing:                          YES
 
   $Homing:                          YES
       +Type:                            ASPECT
+
       +Type:                            ASPECT
 
       +Turn Time:                      1.0
 
       +Turn Time:                      1.0
 
       +Min Lock Time:                  2.0
 
       +Min Lock Time:                  2.0
Line 683: Line 845:
 
   $FlyBySnd:                        -1
 
   $FlyBySnd:                        -1
 
   $Rearm Rate:                      2.0
 
   $Rearm Rate:                      2.0
   $Flags:                          (  "player allowed"  
+
   $Flags:                          (  "player allowed"
 
                                         "EMP")
 
                                         "EMP")
 
   $Trail:
 
   $Trail:

Revision as of 09:51, 17 December 2005

Made following the older guide (originally written by GE) by

  • Wanderer
  • Contribute and include yourself here

Contents

Special Case Weapons

Beam Cannons

Flak Guns

  • REQUIRE: "flak" and "particle spew" flags
  • Must have inner and outer radius defined to have any effect.
  • Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses particle spew. Trails can also be added.

Weapons Table

  • Retail options will look like this

  • SCP options are marked with red color
    • Most of the entries in ships.tbl are optional (does anyone have the default values?)

General Format

  • The weapons table consist of several sections
  • All sections beginning with # need #End before the next section.
    • #Primary Weapons
      • Defines all standard primaries weapons as well as beam cannons and flak cannons.
    • #Secondary Weapons
      • Defines all secondary weapons.
    • #Beam Weapons
      • I haven't got any ideas for this one.
    • #Countermeasures
      • Defines the used countermeasure.
    • $Player Weapon Precedence
      • Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).

Core Table

$Name:

  • This is the name of the weapon. If it's going to be used by the player, keep it under 12 characters so it doesn't spill over the HUD box. If the weapon has an @ symbol in front of it, it means it's allowed in the demo. It doesn't really do anything in the retail version.
  • Syntax: Name

$Subtype:

+Title:

  • This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.
  • Syntax: XSTR("Title", -1)

+Description:

  • This is the description you see in the weapons loadout screen. Again, these aren't based on any hard numbers, just approximations. Only needed for player allowed weapons.
  XSTR(
  "Standard Issue
  Level 3 Hull Damage
  Level 2 Shield Damage", -1)
  $end_multi_text

+Tech Title:

  • Title of the weapon in the Tech room. Only needed for player allowed weapons.
  • Syntax: XSTR("Title", -1)

+Tech Anim:

  • Animation used for the weapon in the Tech room. Only needed for player allowed weapons.
  • Syntax: Filename
    • Example: Tech_Subach_HL-7

+Tech Description:

  • Descriptive text you see in the tech room. Only needed for player allowed weapons.
  XSTR(
  "The Subach-Innes HL-7...", 3245)
  $end_multi_text

$Tech Model:

$HUD Image:

  • Defines the picture used in HUD loadout list
  • Syntax: ???

$Model File:

  • Filename of the model file (.pof) at data/models folder. Additional fields beginning from @Laser Bitmap: and ending to @Laser Tail Radius: are not required if model has been defined.
  • Standard primaries and beam cannons do not use specific models so for those the name is 'none'.
  • Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.
  • Syntax: Filename.pof or none
    • Example: none

$POF target LOD:

  • Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view
  • Syntax: Value

$External Model File:

$Submodel Rotation Speed:

$Submodel Rotation Acceleration:

@Laser Bitmap:

    • The graphic file to be used as the weapon effect if no model is defined.
    • Syntax: Filename

@Laser Glow:

    • The graphic file that determines the glow of the weapon effect if no model is defined
    • Syntax: Filename

@Laser Color:

    • The color of the weapon effect when you fire it.
    • Syntax: Value, Value, Value (Red, Green, Blue respectively, value from 0 to 255)
      • Example: 250, 0, 0

@Laser Color2:

    • The color of the weapon effect at its maximum range.
    • Syntax: Value, Value, Value (Red, Green, Blue respectively, value from 0 to 255)
      • Example: 0, 0, 250

@Laser Length:

    • Length of the weapon effect.
    • Syntax: Value, (1/10 of a meters)

@Laser Head Radius:

    • Width of the head of the weapon effect.
    • Syntax: Value, (meters ?)

@Laser Tail Radius:

    • Width of the tail of the weapon effect.
    • Syntax: Value (meters ?)

$Mass:

  • How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.
  • Syntax: Value, (blast effect)

$Velocity:

  • How fast the weapon travels. Is also used to define the weapon range, $Velocity x $Lifetime = range.
  • Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types.
  • Syntax: Value, (meters per second)

$Fire Wait:

  • Time in seconds between firings
  • Syntax: Value, (seconds)

$Damage:

  • Base damage this weapon does. The actual damage is this number multiplied by the factors below.
  • Base damage this beam does is continous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.
  • Syntax: Value, (damage value)

$Damage Type:

  • Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. REQUIRES ADDITIONAL TABLE.
  • Syntax: Name, of the damage type as defined in armor.tbl

$Arm time:

  • Defines the time after the launch that is required before the weapon comes hot
  • If the time has not been reached when the weapon detonates the Dinky explosion is used
  • Syntax: Value, (seconds)

$Arm distance:

  • Defines the distance from the firing ships that is required before the weapon comes hot
  • If the distance has not been reached when the weapon detonates the Dinky explosion is used
  • Syntax: Value, (meters)

$Arm radius:

  • Defines the distance from the target where the weapon detonates
  • Syntax: Value, (meters)

$Shockwave damage:

  • Override for the damage caused by shockwaves
  • Syntax: Value, (damage value)

$Shockwave Damage Type:

  • REQUIRES ADDITIONAL TABLE. Defines the damage type used for the weapon explosions
  • Syntax: Name, as defined in armor.tbl

$Blast Force:

  • The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.
  • Syntax: Value, (blast effect)

$Inner Radius:

  • Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.
  • Syntax: Value, (meters)

$Outer Radius:

  • Maximum radius at which any damage is done
  • Syntax: Value, (meters)

$Shockwave Speed:

  • Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately
  • Syntax: Value, (meters per second)

$Shockwave rotation:

  • Defines how the shockwave is rotated.
  • Syntax:

$Shockwave model:

  • Defines the model file (.pof) used as a shockwave for 3D shockwaves.
  • Syntax: Name.pof

$Shockwave name:

  • Defines the name of the animation used for the shockwave
  • Syntax: Name

$Dinky shockwave:

  • Dinky shockwave are used if the weapon is shot down or if the conditions marked at Arm time and Arm distance are not reached
  • It uses exactly same entries as the standard shockwaves
  • +Shockwave damage:
  • +Shockwave damage type:
  • +Blast Force:
  • +Inner Radius:
  • +Outer Radius:
  • +Shockwave Speed:
  • +Shockwave Rotation:
  • +Shockwave Model:
  • +Shockwave Name:

$Armor Factor:

  • Multiplier for the damage done to armor
  • Syntax: Value, (damage multiplier)

$Shield Factor:

  • Multiplier for the damage done to shields
  • Syntax: Value, (damage multiplier)

$Subsystem Factor:

  • Multiplier for the damage done to subsystems
  • Syntax: Value, (damage multiplier)

$Lifetime Min:

  • Defines the minimum lifetime of the weapon (countermeasure)
  • Syntax: Value, (seconds)

$Lifetime Max:

  • Defines the maximum lifetime of the weapon (countermeasure)
  • Syntax: Value, (seconds)

$Lifetime:

  • Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.
  • This field has no effect for the beams apart from weapon range and AI beam targetting with certain beam types
  • Syntax: Value, (seconds)

$Energy Consumed:

  • The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.
  • Syntax: Value

$Cargo Size:

  • Cargo size, is not used with primaries.
  • Amount of missiles available = Bank capacity / Cargo Size.
  • Syntax: Value

$Homing:

  • Only for secondaries. You can't have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.
  • Defines if the missiles in question is homing
  • Syntax: YES or NO
  • +Type:
    • Defines the homing method
    • Syntax: ASPECT or HEAT
  • +Turn Time:
    • Defines how well missile manouvers. Number of seconds it takes the missile to do a 360 degree circle
    • Syntax: Value, (seconds)
  • +View Cone:
    • Heat-seeking missiles only, this is then number of degrees the missile sees. Value / 2 gives the angle from the missiles centerline. Has been enabled also to aspect seekers.
    • Syntax: Value, (degrees)
  • +Min Lock Time:
    • For aspect missiles only, the minimum number of seconds to gain target lock
    • Syntax: Value, (seconds)
  • +Lock Pixels/Sec:
    • For aspect missiles only, pixels the aspect triangle moves per second while attempting lock-on
    • Syntax: Value, (pixels per second)
  • +Catch-up Pixels/Sec:
    • For aspect missiles only, pixels moved per second while attempting to catch up to the target
    • Syntax: Value, (pixels per second)
  • +Catch-up Penalty:
    • For aspect missiles only, extra pixels to move after catching up ????
    • Syntax: Value, (pixels)

  • +Seeker Strenght:
    • Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as cm type effectiveness/seeker strength.
    • Syntax: Value, (seeker strenght)

$Swarm:

  • The number of missiles to fire per volley if it's a swarm missile
  • Can be issued to Standard primaries also. Causes singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for 'burst fire weapons'.
  • Is incompatible with "Corkscrew" option.
  • Syntax: Value

  • +SwarmWait:
    • Defines the time between weapons fired in a swarm
    • Syntax: Value, (milliseconds)
      • Default: 150

$Free Flight Time:

  • Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.
  • Syntax: Value, (seconds)
    • Default: 0.25

$LaunchSnd:

  • Corresponding sound effect when the weapon is launched.
  • Syntax: Value, name or identification number of the sound as defined in sounds.tbl

$ImpactSnd:

  • Sound the weapon makes when it hits a hull.
  • Syntax: Value, name or identification number of the sound as defined in sounds.tbl

$Disarmed ImpactSnd:

  • Sound the weapon makes when it hits a hull before being armed.
  • Syntax: Value, identification number of the sound as defined in sounds.tbl

$FlyBySnd:

  • The sound this weapon makes if it narrowly misses you. -1 is no sound.
  • Syntax: Value, name or identification number of the sound as defined in sounds.tbl, usually -1

$Model:

  • ????
  • Syntax: ????

$Rearm Rate:

  • Defines the rate the weapons are loaded to the ship
  • Syntax: Value, (missiles per s)

+Weapon Range:

  • Defines the range to the target where the weapons under AI will start firing.??
  • Syntax: Value, (meters)

+Weapon Min Range:

  • Defines the minimum range to the target where the weapons under AI will still fire.
  • Syntax: Value, (meters)

$Flags:

$Trail:

  • This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.
  • +Start Width:
    • How wide the head of the trail is.
    • Syntax: Value, (meters)
  • +End Width:
    • How wide the tail of the trail is.
    • Syntax: Value, (meters)
  • +Start Alpha:
    • The opacity of the trail head.
    • Syntax: Value value between 0 and 1
  • +End Alpha:
    • The opacity of the trail tail.
    • Syntax: Value, value between 0 and 1
  • +Max Life:
    • How long the trail lasts.
    • Syntax: Value, (seconds)
  • +Bitmap:
    • The graphic file to use for the trail.
    • Syntax: Filename

$Icon:

  • Loadout icon used in the weapons selection screen.
  • Syntax: Filename

$Anim:

  • Green grid animation used on the weapons screen.
  • Syntax: Filename

$Impact Explosion:

  • Impact explosion used. Must be defined in weapon_expl.tbl,
  • Syntax: Filename or none

$Impact Explosion Radius:

  • Radius of the defined impact explosion.
  • Syntax: Value

$Dinky impact explosion:

  • Same as Impact explosion but for Dinky explosions

$Dinky impact explosion radius:

  • Same as Impact explosion radius but for Dinky explosions

$Muzzleflash:

  • Normally only with flak cannons.
  • Defines the muzzle flash the weapon uses
  • Syntax: Muzzleflash name, as defined in mflash.tbl

$EMP Intensity:

    • If it has an EMP effect, how deeply it scrambles your electronics
    • Syntax: Value

$EMP Time:

    • Duration of the EMP effect
    • Syntax: Value, (seconds)

$Leech Weapon:

    • The amount of weapon energy to drain with each hit
    • Syntax: Value

$Leech Afterburner:

    • The amount of afterburner fuel to drain with each hit
    • Syntax: Value

$Corkscrew:

  • Allow corkscrew parameters to be defined
  • +Num Fired:
    • Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles
    • Syntax: Value
  • +Radius:
    • Defines the radius used in the corkscrew motion
    • Syntax: Value, (meters)
  • +Fire Delay:
    • Defines the delay between missile firings
    • Syntax: Value, (milliseconds)
  • +Counter rotate:
    • Defines if every other missile rotates to a different direction (clockwise / anticlockwise)
    • Syntax: 0 or 1, no or yes
  • +Twist:
    • Defines the speed of rotation movement on the radius of corkscrew motion.
    • Syntax: Value (radians per second)

$Spawn Angle:

  • Defines the cone (with an angle) where the spawned weapons appear. Value / 2 gives the angle from the missiles centerline.
  • Syntax: Value, (degrees)

$Local SSM:

  • Defines the local SSM.
  • +Warpout Delay:
  • +Warpin Delay:
  • +Stage 5 Velocity:
  • +Warpin Radius:
  • +Lock Range:

$Countermeasure:

  • Defines the countermeasure effectiveness and radius
  • +Heat Effectiveness:
    • Defines the countermeasures effectiveness against heat seeking missiles
    • Syntax: Value, (cm type effectiveness)
      • Default: 1
  • +Aspect Effectiveness:
    • Defines the countermeasures effectiveness against aspect seeking missiles
    • Syntax: Value, (cm type effectiveness)
      • Default: 1
  • +Effective Radius:
    • Defines the countermeasures effective radius
    • Syntax: Value, (meters)
      • Default: 300

$BeamInfo:

  • +Type:
    • Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal. Nobody knows what Type 2 beams are.
    • Syntax: Value, only values from 0 to 4 are legal
  • +Life:
    • How long it lasts once the beam is actually firing.
    • Syntax: Value, (seconds)
  • +Warmup:
    • Warmup time
    • Syntax: Value, (milliseconds)
  • +Warmdown:
    • Warmdown time
    • Syntax: Value, (milliseconds)
  • +Radius:
    • Muzzle glow radius
    • Syntax: Value (meters)
  • +PCount:
    • Particles spewed every interval. ??
    • Syntax: Value
  • +PRadius:
    • Particle radius
    • Syntax: Value, (meters)
  • +PAngle:
    • Defines the random "cone" where the particles are generated
    • Syntax: Value, (angle of the cone)
  • +PAni:
    • Animation used to represent the particles
    • Syntax: Filename
  • +Miss Factor:
    • The higher the numbers, the more likely that this beam will miss. One value for every difficulty level
    • Syntax: Value Value Value Value Value, Very Easy, Easy, Moderate, Hard, Very Hard respectively.
      • Example: 0.5 0.975 1.35 1.875 2.5
  • +BeamSound:
    • Corresponding looping sound effect when the beam is firing.
    • Syntax: Value, identification number of the sound as defined in sounds.tbl
  • +WarmupSound:
    • Corresponding sound effect when the beam is beam warmed up.
    • Syntax: Value, identification number of the sound as defined in sounds.tbl
  • +WarmdownSound:
    • Corresponding sound effect when the beam is warming down.
    • Syntax: Value, identification number of the sound as defined in sounds.tbl
  • +Muzzleglow:
    • Defines the bitmap used t create the muzzle glow
    • Syntax: Filename
  • +Shots:
    • Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:
    • Syntax: Value
  • +ShrinkFactor:
    • What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
    • Syntax: Value
  • +ShrinkPct:
    • What percentage of max width we subtract per second
    • Syntax: Value

  • +Range:
    • Defines the maximum range where the beam still has any effect.
    • Syntax: Value, (meters)
  • +Attenuation:
    • Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.
    • Syntax: Value, (from 0 - firing point to 1 - no effect)
      • Default: 1

  • $Section:
    • Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.
    • +Width:
      • Width of the section
      • Syntax: Value (meters)
    • +Texture:
      • Texture for the section
      • Syntax: Filename
    • +RGBA Inner:
      • Defines the color and transparency of the center of the section
      • Syntax: Value Value Value Value, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)
        • Example: 255 255 255 255
    • +RGBA Outer:
      • Defines the color and transparency of the edges of the section
      • Syntax: Value Value Value Value, (Red, Green, Blue, and Alpha respectively, value from 0 to 255)
        • Example: 150 150 150 10
    • +Flicker:
      • Defines how much the section flickers
      • Syntax: Value, value from 0 to 1
    • +Zadd:
      • Defines the 'thickness' of the section. The higher the Zadd, the closer the section appears to be.
      • Syntax: Value
    • +Tile Factor:
      • Defines the beam texture tileing factor.
      • Syntax: Value, (from 0 to 1)
    • +Translation:ä
      • Defines the beam texture moveing stuff.
      • Syntax: Value, (from 0 to 1)

$Pspew:

  • Defines a particle spew effect for the given weapon
  • +Count:
    • Defines???
    • Syntax: Value
  • +Time:
    • Defines???
    • Syntax: Value, (seconds)
  • +Vel:
    • Defines the created paricles speed relative to the weapon speed
    • Syntax: Value, (meters per second)
  • +Radius:
    • Defines the size of the created particles
    • Syntax: Value, (meters)
  • +Life:
    • Defines???
    • Syntax: Value, (seconds)
  • +Scale:
    • Defines???
    • Syntax: Value
  • +Bitmap:
    • Defines the animation used to create the particle spew effect
    • Syntax: Filename

$Tag:

  • Allowed for secondary weapons
  • Location: After $Impact Explosion Radius:
  • Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.
  • Syntax: TAG level Value, (seconds)

$SSM:

  • Defines the weapons SSM index number:
  • Syntax: Value

$FOF:

  • Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy
  • Syntax: Value, (degrees)

$Shots:

  • Defines the number of shots every time the weapon is fired.
  • Syntax: Value, (number of shots)

$decal:

  • Defines impact decals if they are in use
  • +texture:
    • Defines the texture used for impact decals (can use -burn and -glow textures)
    • Syntax: Filename
  • +backface texture:
    • Defines ???
    • Syntax: Filename
  • +radius:
    • Defines the size of the impact decals on target
    • Syntax: Value, (meters)
  • +burn time:
    • Defines the time the -burn texture appears on the target
    • Syntax: Value

Weapon Flags

"Electronics"

  • Will seize up the weapons and engines systems of any ship of cruiser class or below for a short period of time

"Spawn Name,Value"

  • Will spawn the specified number of defined missiles upon detonation.

"Remote Detonate"

  • Can be triggered remotely via a second press on the trigger

"Puncture"

  • Reduces hull damage by 25%

"Big Ship"

  • These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.

"Huge"

  • Allows this weapon to do the final 10% damage to a ship with the "Big Damage" flag

"Bomber+"

  • The AI will prefer to use this weapon against bombers

"child"

  • Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with "Spawn Name,Value"

"Bomb"

  • Makes this weapon targetable with the B key, and the AI prefers to use it against large ships

"No Dumbfire"

  • Missile will not fire without a lock

"in tech database"

  • Has the weapon in the tech database at the start of the campaign

"Player allowed"

  • Allows this weapon as a player weapon

"Particle Spew"

  • Makes the weapon projectile spew out particles

"EMP"

  • This weapon will have an EMP effect on any ship within the blast radius
  • Can be defined with EMP Intensity and EMP Time

"Esuck"

"Flak"

"Corkscrew"

  • Makes this weapon spiral AND swarm 4.

"Shudder"

  • Makes your ship shudder while you're firing the weapon

"lockarm"

  • Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.

"beam"

"stream"

  • Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.

"puncture"

  • Reduces hull damage by 25%

"supercap"

  • MaKes weapon capable of causing real damage against ships with "supercap" flag.

"countermeasure"

  • Defines the weapon as a countermeasure

"Ballistic"

  • Defines the weapon as a ballistic weapon that needs ammunition.

"pierce shields"

  • Causes weapons to penetrate shield without causing damage to it.

"no pierce shields"

  • Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.

"local ssm"

"tagged only"

  • Weapon can only be fired at tagged targets

"beam no whack"

  • Disables beam whacking. Practically same as setting beam mass to zero.

"cycle"

  • Causes weapon to alternate between firingpoints

"small only"

  • Causes AI to use the weapon only on small targets (fighters, bombers etc.)

"same turret cooldown"

  • Forces the turrets to fire on the designated rate of fire on all difficulty levels

Countermeasures

  • Usually not altered. Only one can exist

$Name:

  • Name of the countermeasure
  • Syntax: Name, usually Type One

$Velocity:

  • Defines the spped of the countermeasure, relative to the ship.
  • Syntax: Value, (meter per second)

$Fire Wait:

  • Definies the minumum time between the countermeasure launches
  • Syntax: Value, (seconds)

Lifetime

  • Countermeasure's life time is defined between with minimum and maximum lifetime
  • $Lifetime Min:
    • Syntax: Value, (seconds)
  • $Lifetime Max:
    • Syntax: Value, (seconds)

$LaunchSnd:

  • Defines the sound for the countermeasure launch
  • Syntax: Value, refers to sounds.tbl

$Model:

  • Defines the used model file (.pof)
  • Syntax: Filename.pof, usually cmeasure01.pof

Player Weapon Precedence

  • First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries
  • Syntax: ( "Name" "Name")
  • Example:
  $Player Weapon Precedence: (
       "UD-8 Kayser"
       "Prometheus R"
       "Subach HL-7"
       "Harpoon"
       "Tempest"
       "Rockeye"   )

Sample

  #Primary Weapons
  $Name:                            @Subach HL-7
     +Title:                           XSTR("GTW Subach HL-7", 3243)
     +Description:
  XSTR( "Standard Issue
  Level 3 Hull Damage
  Level 2 Shield Damage", 3244)
  $end_multi_text
     +Tech Title:                      XSTR("Subach HL-7", 146)
     +Tech Anim:                       Tech_Subach_HL-7
     +Tech Description:
  XSTR(
  "Descriptive text...", -1)
  $end_multi_text
  $Model File:                      none
     @Laser Bitmap:                    newglo9
     @Laser Glow:                      2_laserglow03
     @Laser Color:                     250, 0, 0
     @Laser Color2:                    0, 0, 250
     @Laser Length:                    10.0
     @Laser Head Radius:               0.90
     @Laser Tail Radius:               0.90
  $Mass:                            0.2
  $Velocity:                        450.0
  $Fire Wait:                       0.2
  $Damage:                          15
  $Armor Factor:                    0.9
  $Shield Factor:                   0.7
  $Subsystem Factor:                0.3
  $Lifetime:                        2.0
  $Energy Consumed:                 0.20
  $Cargo Size:                        0.0
  $Homing:                          NO
  $LaunchSnd:                       76
  $ImpactSnd:                       85
  $Flags:                           (  "in tech database"
                                       "player allowed"
                                       "stream")
  $Icon:                            iconSD4
  $Anim:                            SD4
  $Impact Explosion:                none
  #End
  #Secondary Weapons
  $Name:                            EMP Adv.
     +Title:                           XSTR("GTM-14 EMP Adv.", 3396)
     +Description:
  XSTR( "Advanced Missile
  Electromagnetic Pulse Weapon
  General Purpose Suppression", 3397)
  $end_multi_text
     +Tech Title:                      XSTR("GTM-14 EM Pulse Adv.", 3398)
     +Tech Anim:                       Tech_EMP
     +Tech Description:
  XSTR(
  "Descriptive text...", -1)
  $end_multi_text
  $Model File:                      EMPulse2.pof
  $Mass:                            15.0
  $Velocity:                        275.0
  $Fire Wait:                       2.0
  $Damage:                          45
  $Blast Force:                     20.0
  $Inner Radius:                    80.0
  $Outer Radius:                    300.0
  $Shockwave Speed:                 120.0
  $Armor Factor:                    1.0
  $Shield Factor:                   0.8
  $Subsystem Factor:                0.5
  $Lifetime:                        5.0
  $Energy Consumed:                 0.0
  $Cargo Size:                      4.0
  $Homing:                          YES
     +Type:                            ASPECT
     +Turn Time:                       1.0
     +Min Lock Time:                   2.0
     +Lock Pixels/Sec:                 70
     +Catch-up Pixels/Sec:             100
     +Catch-up Penalty:                30
  $LaunchSnd:                       118
  $ImpactSnd:                       88
  $FlyBySnd:                        -1
  $Rearm Rate:                      2.0
  $Flags:                           (  "player allowed"
                                       "EMP")
  $Trail:
     +Start Width:                     0.25
     +End Width:                       0.75
     +Start Alpha:                     1.0
     +End Alpha:                       0.0
     +Max Life:                        1.5
     +Bitmap:                          MissileTrail04
  $Icon:                            iconEMPulse
  $Anim:                            ecm
  $Impact Explosion:                ExpMissileHit1
  $Impact Explosion Radius:         10.0
  $EMP Intensity:                   375.0
  $EMP Time:                        20.0
  #End
  $Player Weapon Precedence: (
       "Subach HL-7"
       "EMP Adv."   )