Weapons.tbl

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Revision as of 05:55, 19 January 2006 by Phreak (talk | contribs) ("Electronics")
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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

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:

  • Defines model used in wing loadout screen and in Tech Room for the weapon. As of the moment - not totally functional
  • Syntax: Filename.pof

$HUD Image:

  • Defines the picture used to represent the weapon 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 needed if a model has been defined for the weapon.
  • 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:

  • Defines the models shown on the gunpoint, used with Bobb's external-visible-weapon code.
  • Syntax: Filename.pof

$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.
  • This is somehow multiplied by the speed. ie $Mass: 3 and $Velocity: 200 has much weaker kinetic effect than $Mass: 3 and $Velocity: 1000. Also $Mass is used to calculate intencity of "shudder" effect if flagged.
  • 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. $Velocity of beam also applies to its kinetic effect along with $Mass.
  • 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 will arm itself
  • Syntax: Value, (meters)

$Detonation Range:

  • Defines the distance from the point in space that the weapon was launched where the weapon will detonate
  • 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.
  • Implemented before FS_Open 3.6.5
  • 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 Strength:
    • 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 strength)

$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:
    • Implemented before FS_Open 3.6.5
    • 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:

  • Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.
  • Syntax: Filename.pof

$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.
  • Implemented before FS_Open 3.6.5
  • 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:

  • Implemented before FS_Open 3.6.5
  • 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)

$Electronics:

  • Implemented before FS_Open 3.6.5
  • Defines the weapons effect against electronics. Requires "electronics" flag. +New Style: and +Old Style: options are mutually exclusive.
  • +New Style:
    • Defines that the electronics use the new style which enables more options.
  • +Old Style:
    • Defines that the electronics use the old style. The old style was the way the D-Missile worked in Descent:Freespace.
  • +Intensity:
    • May only be used with +New Style: electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.
    • Syntax: Value
  • +Lifetime:
    • Syntax: Value, (milliseconds)
  • +Engine Multiplier:
    • May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for engine subsytems.
    • Syntax: Value
  • +Weapon Multiplier:
    • May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for non-beam turrets.
    • Syntax: Value
  • +Beam Turret Multiplier:
    • May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for beam turrets.
    • Syntax: Value
  • +Sensors Multiplier:
    • May only be used with +New Style: electronics. Defines how much longer the disruption effect lasts for sensor subsystems.
    • Syntax: Value
  • +Randomness Time:
    • Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.
    • Syntax: Value, (milliseconds)
  • Without any electronics parameters, a weapon with the "electronics" flag will default to the Old Style mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds. Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.

$Spawn Angle:

  • Implemented before FS_Open 3.6.5
  • Defines the cone (with an angle) where the spawned weapons appear. Value gives the angle from the missiles centerline. The maximum possible angle between any two child weapons would be Value*2.
  • Syntax: Value, (degrees)

$Local SSM:

  • Implemented before FS_Open 3.6.5
  • Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.
  • Weapon must be aspect seeking missile and must have local ssm flag.
  • +Warpout Delay:
    • Defines the time between the missile launch and the subspace jump.
    • Syntax: Value, (milliseconds)
  • +Warpin Delay:
    • Defines the time missile stays in subspace before exiting.
    • Syntax: Value, (milliseconds)
  • +Stage 5 Velocity:
    • Defines the velocity of the missile after the subspace jump.
    • Syntax: Value, (meters per second)
  • +Warpin Radius:
    • Defines how far from the SSM will appear from the outer radius of the target.
    • Syntax: Value, (meters)
  • +Lock Range:
    • Defines the maximum range where SSM can achieve target lock
    • Syntax: Value, (meters)

$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:
    • Implemented before FS_Open 3.6.5
    • Defines the maximum range where the beam still has any effect.
    • Syntax: Value, (meters)
  • +Attenuation:
    • Implemented before FS_Open 3.6.5
    • 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.
    • +Index:
      • Field used to define with Modular Tables the beam section which is edited.
      • Syntax: Value, (index number legal values are from 0 to 5)
    • +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:
      • Implemented before FS_Open 3.6.5
      • Defines the beam texture tileing factor. Second number defines the tileing type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.
      • Syntax: Value, Value
    • +Translation:
      • Implemented before FS_Open 3.6.5
      • Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point.
      • Syntax: Value

$Pspew:

  • Implemented before FS_Open 3.6.5
  • Defines a particle spew effect for the given weapon
  • +Count:
    • Defines how many particles are spawn when they are ready to be created
    • Syntax: Value
  • +Time:
    • Defines the time in millseconds between next particle(s) spewed
    • Syntax: Value, (milliseconds)
  • +Vel:
    • Defines the created particles velocity as percentage of the weapons velocity
    • Syntax: Value
  • +Radius:
    • Defines the size of the created particles
    • Syntax: Value, (meters)
  • +Life:
    • Defines how long the particles last.
    • Syntax: Value, (seconds)
  • +Scale:
    • Defines the particle spread. Small value will make particles group together
    • 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:

  • Implemented before FS_Open 3.6.5
  • Defines the weapons SSM index number:
  • Syntax: Value

$FOF:

  • Implemented before FS_Open 3.6.5
  • 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:

  • Implemented before FS_Open 3.6.5
  • Defines the number of shots every time the weapon is fired.
  • Syntax: Value, (number of shots)

$decal:

  • Implemented before FS_Open 3.6.5
  • 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 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"

  • Implemented before FS_Open 3.6.5
  • Defines the weapon as a ballistic weapon that needs ammunition.

"pierce shields"

  • Implemented before FS_Open 3.6.5
  • Causes weapons to penetrate shield without causing damage to it.

"no pierce shields"

  • Implemented before FS_Open 3.6.5
  • Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.

"local ssm"

  • Implemented before FS_Open 3.6.5

"tagged only"

  • Implemented before FS_Open 3.6.5
  • Weapon can only be fired at tagged targets

"beam no whack"

  • Implemented before FS_Open 3.6.5
  • Disables beam whacking. Practically same as setting beam mass to zero.

"cycle"

  • Implemented before FS_Open 3.6.5
  • Causes weapon to alternate between firingpoints

"small only"

  • Implemented before FS_Open 3.6.5
  • 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."   )