Difference between revisions of "Messages.tbl"

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Each message is composed of a text macro, and optionally a head .ani and/or an audio macro.
 
Each message is composed of a text macro, and optionally a head .ani and/or an audio macro.
 
==General Format==
 
The order of each #, $, and + entry in this wiki is the same as it must be in the messages.tbl<br>
 
As with all .tbl's, the very last entry must be #End<br>
 
<br>
 
 
  
  
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Optional. Sets the sounds file that is played when the message is triggered
 
Optional. Sets the sounds file that is played when the message is triggered
 
*Syntax: '''String'''<br>
 
*Syntax: '''String'''<br>
 +
 +
 +
==#End==
 +
The very last entry must be #End. No exceptions.
  
  

Revision as of 03:33, 16 July 2012

Revision information.....

FSO Revision: 8905
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



The messages.tbl is used to link actions, animations, and sounds of the messages received during the mission. Personas are used to group messages by the same talker, for example, all the Wingman 1 (Male Terran Pilot) messages go with a Wingman 1 persona.

Each message is composed of a text macro, and optionally a head .ani and/or an audio macro.


#Message Frequencies

FS2 Open, 3.6.16: Optional Group. Defines how often and how many times during the campaign the messages should be shown.



$Name:

FS2 Open, 3.6.16:

Required. Defines the message to augment.



+Occurrence Chance:

FS2 Open, 3.6.16:

Optional. Defines the % chance this message will be played when the associated event occurs. For example, if you score a kill, and the +Occurrence Chance: is 10 for a Praise message, then there is a 10% chance that you a Praise message will play.

  • Syntax: Integer
  • Available Values: Between 0 and 100


+Maximum Count:

FS2 Open, 3.6.16:

Optional. Defines the maximum number of times this message will be played during a given mission.

  • Syntax: Integer


+Minimum Delay:

FS2 Open, 3.6.16:

Optional. Defines the minimum delay time between being queue by the game and the time the message actually plays. (This helps simulate "organic" AI's)

  • Syntax: Integer in milliseconds



#Personas

Required. The #Personas group is used to define the all of the personas used for the messages.


$Persona:

Required. Defines the name of the persona

  • Syntax: String


$Type:

Required. Defines the type of the persona

  • Syntax: String
  • Available types:
wingman
support
large
command


+<Species>

Optional. The +<Species> (such as +Vasudan) can be used to assign personas to other species. If omitted, the Persona is assigned to the default species.

  • Syntax: +String


#Messages

Required. The #Messages group contains all available messages.

$Name:

Required. Defines the type of the message

  • Syntax: String
  • Available types (types marked with * do not have code support) :
Arrive Enemy
Attack Target
Beta Arrived
Check 6
Engage
Gamma Arrived
Help
Praise
Backup
Ignore Target
No
Oops 1 * (Only Command has code support in Retail)
Permission *
Stray *
Depart
yes
Rearm on Way
On way
Rearm warping in
No Target
Docking Start *
Repair Done
Repair Aborted
Traitor
Rearm
Disable Target
Disarm Target
Player Dead
Death
Support Killed
All Clear *
All Alone
Repair
Delta Arrived
Epsilon Arrived
Instructor Hit
Instructor Attack
Stray Warning
Stray Warning Final
AWACS at 75
AWACS at 25
FS2 Open, 3.6.12:
Praise Self
High Praise
Primaries Low



$Message: and $MessageNew:

Defines the message shown in game screen when the message is triggered. Value is a reference to tstrings.tbl.
$Message: is used for single-line messages, while $MessageNew: is used for multi-line messages (but can also be used for single-line messages)

  • $MessageNew: is preferred over $Message:
  • Syntax: XSTR("string", integer)


+Persona:

Optional. Defines the persona associated with the message

  • Syntax:
String

+AVI Name:

Optional. Determines the ANI file to be played when the message is triggered.

In contrast to FREDded messages, the game does not attempt to use the file <string>.ani in a persona message. Instead, it picks one of <string>a.ani, <string>b.ani and <string>c.ani each time. So if you have defined +Avi Name: Head-Joe, the game will attempt to use the files Head-Joea.ani, Head-Joeb.ani and Head-Joec.ani. For wingmen personas, the c variant is assumed to be a death animation.

  • Syntax: String


+Wave Name:

Optional. Sets the sounds file that is played when the message is triggered

  • Syntax: String


#End

The very last entry must be #End. No exceptions.


Sample

This is a snippet of the retail FreeSpace 2 table, highlighting two major examples between a default (Terran) persona and a species (Vasudan) persona. Command, Support, and Large ship message examples are also included.

#Personas

$Persona: Wingman 1	  
$Type: wingman

$Persona: Wingman 6
$Type: wingman
+Vasudan

$Persona: Support Ship
$Type: support

$Persona: Support Ship Vasudan
$Type: support
+Vasudan

$Persona: Large Ship
$Type: large

$Persona: Large Ship Vasudan
$Type: large
+Vasudan

$Persona: Terran Command
$Type: Command

#Messages


;; ALL CLEAR ..................................................................................

$Name: All Clear
$Message: XSTR("Command, we have secured the area.", 2725)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_allclear.wav

$Name: All Clear
$Message: XSTR("All enemy forces negated.", 2730)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_allclear.wav

;; ARRIVAL (Enemy) ...................................................................

$Name: Arrive Enemy
$Message: XSTR("Bandits incoming!", 1079)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_arrival.wav

$Name: Arrive Enemy
$Message: XSTR("Reading hostile indicators.", 2734)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_arrival.wav

$Name: Arrive Enemy
$Message: XSTR("Incoming jump signature! Hostile configuration!", 2736)
+Persona: Terran Command
+Avi Name: Head-CM2
+Wave Name: TC_arrival.wav

;; ATTACK MY TARGET ...........................................................................

$Name: Attack Target
$Message: XSTR("Roger that, sir. Engaging your target.", 2737)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_attack.wav

$Name: Attack Target
$Message: XSTR("Affirmative. We will destroy your target.", 2742)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_attack.wav

;; BACKUP ARRIVAL (previously named "REINFORCEMENTS") .........................................

$Name: Backup
$Message: XSTR("Reinforcements on station. Request status brief.", 2744)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_backup.wav

$Name: Backup
$Message: XSTR("We are here to assist. What is your status?", 2749)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_backup.wav

;; BETA WING ARRIVAL ..........................................................................

$Name: Beta Arrived
$Message: XSTR("Beta wing here. Standing by.", 2751)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_beta.wav

$Name: Beta Arrived
$Message: XSTR("Beta wing is on station.", 2756)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_beta.wav

;; CHECK YOUR SIX .............................................................................

$Name: Check 6
$Message: XSTR("Check your six!", 2758)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Check6.wav

$Name: Check 6
$Message: XSTR("Take evasive action, pilot!", 2763)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Check6.wav

;; DEATH (previously wingman scream)...................................................

$Name: Death
$Message: XSTR("Noooooooo!!!", 2765)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Death.wav

$Name: Death
$Message: XSTR("Avenge me!", 2770)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Death.wav

;; DELTA WING ARRIVAL .........................................................................

$Name: Delta Arrived
$Message: XSTR("This is Delta wing. What's your status?", 2772)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Delta.wav

$Name: Delta Arrived
$Message: XSTR("Delta wing is ready to assist, pilot.", 2777)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Delta.wav

;; DEPART (previously named "WARPOUT") ........................................................

$Name: Depart
$Message: XSTR("Yes, sir! I'm outta here!", 2779)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_depart.wav

$Name: Depart
$Message: XSTR("We are departing as ordered.", 2784)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_depart.wav

$Name: Depart
$Message: XSTR("I copy. Engaging jump drive now.", 2786)
+Persona: Support Ship
+Avi Name: Head-TP3
+Wave Name: S_depart.wav

$Name: Depart
$Message: XSTR("Departing field of engagement.", 2787)
+Persona: Support Ship Vasudan
+Avi Name: Head-VP2
+Wave Name: VS_depart.wav

$Name: Depart
$Message: XSTR("We are departing as ordered.", 2788)
+Persona: Large Ship Vasudan
+Avi Name: Head-VP1
+Wave Name: 6_depart.wav

;; DISABLE TARGET .............................................................................

$Name: Disable Target
$Message: XSTR("Roger that, sir. Disabling your target.", 2789)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Disable.wav 

$Name: Disable Target
$Message: XSTR("Affirmative. Disabling your target.", 2794)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Disable.wav

;; DISARM TARGET ..............................................................................

$Name: Disarm Target
$Message: XSTR("Yes, sir! Targeting weapons now!", 2796)
+Persona: Wingman 1
+Avi Name: Head-TP1
+Wave Name: 1_Disarm.wav 

$Name: Disarm Target
$Message: XSTR("Acknowledged. Weapon subsystem targeted. ", 2801)
+Persona: Wingman 6
+Avi Name: Head-VP1
+Wave Name: 6_Disarm.wav 

#End