Difference between revisions of "Game settings.tbl"

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{{SCP_table}}
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{{TableVersion|8624}}
 
{{TableVersion|8624}}
  
*The game_settings.tbl file defines options that can be changed globally.
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Also known as Mod.tbl, the Game_settings.tbl defines options that can be changed globally.
  
 
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm
 
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm
  
==Campaign Settings==
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==#CAMPAIGN SETTINGS==
Begins with #CAMPAIGN SETTINGS
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Optional. This group contains various Campaign related settings and overrides.<br>
 +
 
  
 
===$Default Campaign File Name:===
 
===$Default Campaign File Name:===
*Defines which campaign will be selected by default for new pilots.
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Defines which campaign will be selected by default for new pilots.
*Do not include the file extension.
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{{Warning|Do not include the file extension!}}
*Syntax: '''''String'''''
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*Syntax: '''''String'''''<br>
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 +
 
 +
 
 +
==#HUD Settings==
 +
Optional. This group contains various HUD behavior settings and overrides<br>
  
==HUD Settings==
 
Begins with #HUD SETTINGS
 
  
 
===$Directive Wait Time:===
 
===$Directive Wait Time:===
 
*Defines how long the game will wait before displaying a directive.
 
*Defines how long the game will wait before displaying a directive.
*In milliseconds.
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*Syntax: '''''Integer'''''<br>
*Syntax: '''''Integer'''''
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*Values: '''''Greater than or equal to 0 ms'''''
 +
 
  
 
===$Cutscene Camera Disables HUD:===
 
===$Cutscene Camera Disables HUD:===
*Switches off the HUD when the cutscene camera is enabled. This option is on by default.
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Switches off the HUD when the cutscene camera is enabled. This option is on by default.
*Syntax: '''''Boolean'''''
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*Syntax: '''''Boolean'''''<br>
 +
*Default Value: '''''YES'''''
 +
 
 +
 
 +
==#SEXP SETTINGS==
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Optional. This group contains SEXP settings and overrides.<br>
  
==SEXP Settings==
 
Begins with #SEXP SETTINGS
 
  
 
===$Loop SEXPs Then Arguments:===
 
===$Loop SEXPs Then Arguments:===
*Flips how when-argument settings loop. See this post. http://www.hard-light.net/forums/index.php?topic=79602.0
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Flips how when-argument settings loop. See:[http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl]
*Syntax: '''''Boolean'''''
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*Syntax: '''''Boolean'''''<br>
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*Default Value: '''''NO'''''
 +
 
 +
 
 +
 
 +
==#OTHER SETTINGS==
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Optional. This group contains miscellaneous settings. <br>
  
==Other Settings==
 
Begins with #OTHER SETTINGS
 
  
 
===$Self Praise Percentage:===
 
===$Self Praise Percentage:===
*Sets the percent chance a message will play where a pilot praises his own kills.
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Sets the percent chance a message will play where a pilot praises his own kills.
*Number between 0 - 100.
 
 
*Syntax: '''''Integer'''''
 
*Syntax: '''''Integer'''''
 +
*Values: '''''Between 0 - 100'''''<br>
 +
  
 
===$Fixed Turret Collisions:===
 
===$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.
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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'''''
 
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''<br>
 +
  
 
===$Damage Impacted Subsystem First:===
 
===$Damage Impacted Subsystem First:===
*If set, a hit which impacts 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.
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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'''''
 
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''<br>
 +
 +
 +
 +
==#END==
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Required. The last line of the table must be #END
 +
  
==END==
 
Table must end with #END
 
  
 
==Sample Entry==
 
==Sample Entry==

Revision as of 18:44, 24 June 2012

This feature requires FreeSpace Open

Revision information.....

FSO Revision: 8624
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


Also known as Mod.tbl, the Game_settings.tbl defines options that can be changed globally.

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

#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.

Warning: Do not include the file extension!
  • Syntax: String


#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 Disables HUD:

Switches off the HUD when the cutscene camera is enabled. This option is on by default.

  • Syntax: Boolean
  • Default Value: 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


#OTHER SETTINGS

Optional. This group contains miscellaneous settings.


$Self Praise Percentage:

Sets the percent chance a message will play where a pilot praises his own kills.

  • Syntax: Integer
  • Values: Between 0 - 100


$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


#END

Required. The last line of the table must be #END


Sample Entry

   #CAMPAIGN SETTINGS
   $Default Campaign File Name: NewCampaignFile
   
   #HUD SETTINGS
   $Directive Wait Time: 5000
   
   #SEXP SETTINGS
   $Loop SEXPs Then Arguments: True
   
   #OTHER SETTINGS
   $Self Praise Percentage: 75
   
   #END