Difference between revisions of "Messages.tbl"

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Revision as of 17:14, 13 December 2011

Revision information.....

FSO Revision: 5261
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



Messages table is used to link actions, animations, and sounds of the messages received during the mission.

Format

  • File begins with persona definitions in #Personas section
  • All different personas are listed in this section which is immeaditely followed by #Messages section
  • All actual messages are listed in this section
  • Table ends with #End


Personas

  • Used to define the different personas used for the messages


$Persona:

  • Defines the name of the persona
  • Syntax: String


$Type:

  • Defines the type of the persona
  • Available types:
    • "wingman"
    • "support"
    • "large"
    • "command"
  • Syntax: "String"


+(Species)

  • Optional +Species (like +Vasudan) can be used to assign personas to other than to the 'default' species
  • Syntax: +String


Messages

$Name:

  • Defines the type of the message
  • 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"
  • Syntax: "String"


$Message:

  • Or $MessageNew:
  • Defines the message shown in game screen when the message is triggered. Value is a reference to tstrings.tbl.
  • The use of $MessageNew: instead of older $Message: is recommended.
  • Syntax: XSTR("string", integer)


+Persona:

  • Defines the persona associated with the message
  • Syntax: String


+AVI Name:

  • Sets the ANI file that is played when the message is triggered.
  • Syntax: String
  • 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.

+Wave Name:

  • Sets the sounds file that is played when the message is triggered
  • Syntax: String


Sample

  • Part of the retail FreeSpace 2 table
#Personas

$Persona: Wingman 1	  
$Type: wingman

$Persona: Wingman 2
$Type: wingman

$Persona: Wingman 3
$Type: wingman

$Persona: Wingman 4
$Type: wingman

$Persona: Wingman 5
$Type: wingman

$Persona: Wingman 6
$Type: wingman
+Vasudan

$Persona: Wingman 7
$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 hostiles are down. Area secure.", 2726)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_allclear.wav

$Name: All Clear
$Message: XSTR("All clear, Command.", 2727)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_allclear.wav

$Name: All Clear
$Message: XSTR("Area is secure.", 2728)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_allclear.wav

$Name: All Clear
$Message: XSTR("Bandits neutralized. All clear.", 2729)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_allclear.wav

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

$Name: All Clear
$Message: XSTR("All hostile targets neutralized.", 2731)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("Heads up! Enemy wing closing in!", 1078)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_arrival.wav

$Name: Arrive Enemy
$Message: XSTR("IFF confirmed! Hostiles inbound!", 2732)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_arrival.wav

$Name: Arrive Enemy
$Message: XSTR("Hostiles approaching fast!", 2733)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_arrival.wav

$Name: Arrive Enemy
$Message: XSTR("We've got company!", 1080)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_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("Enemy wing inbound.", 2735)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("Yes, sir! We'll take em down!", 2738)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_attack.wav

$Name: Attack Target
$Message: XSTR("Breaking to attack.", 2739)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_attack.wav

$Name: Attack Target
$Message: XSTR("I've got em in my sights!", 2740)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_attack.wav

$Name: Attack Target
$Message: XSTR("Target acquired.", 2741)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_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

$Name: Attack Target
$Message: XSTR("Commencing attack on your target.", 2743)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("Reinforcements here. Standing by for orders.", 2745)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_backup.wav

$Name: Backup
$Message: XSTR("Sir, reinforcements are now in position!", 2746)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_backup.wav

$Name: Backup
$Message: XSTR("The cavalry has arrived, sir.", 2747)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_backup.wav

$Name: Backup
$Message: XSTR("Reinforcements have arrived. Awaiting orders.", 2748)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_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

$Name: Backup
$Message: XSTR("We will reinforce your wing. Please transmit orders.", 2750)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("This is Beta wing. What's your status?", 2752)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_beta.wav

$Name: Beta Arrived
$Message: XSTR("Beta wing now in position.", 2753)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_beta.wav

$Name: Beta Arrived
$Message: XSTR("Beta wing has arrived. Awaiting orders.", 2754)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_beta.wav

$Name: Beta Arrived
$Message: XSTR("Beta wing here. We're now in system, Command!", 2755)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_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

$Name: Beta Arrived
$Message: XSTR("This is Beta wing. Standing by for orders.", 2757)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("Bandit on your tail!", 2759)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Check6.wav

$Name: Check 6
$Message: XSTR("Watch your back, pilot!", 2760)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Check6.wav

$Name: Check 6
$Message: XSTR("Behind you, pilot!", 2761)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Check6.wav

$Name: Check 6
$Message: XSTR("On your six! On your six!", 2762)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Check6.wav

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

$Name: Check 6
$Message: XSTR("Bandit at six o'clock!", 2764)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("Aaaaaaaah!!!", 2766)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Death.wav

$Name: Death
$Message: XSTR("Help me!!!", 2767)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Death.wav

$Name: Death
$Message: XSTR("Mayday! Mayday!", 2768)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Death.wav

$Name: Death
$Message: XSTR("I'm going down! I'm going down!", 2769)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Death.wav

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

$Name: Death
$Message: XSTR("Long live the Emperor!", 2771)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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 now in position.", 2773)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Delta.wav

$Name: Delta Arrived
$Message: XSTR("Delta wing now on station. Awaiting orders.", 2774)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Delta.wav

$Name: Delta Arrived
$Message: XSTR("This is Delta wing. Give us a target, sir!", 2775)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Delta.wav

$Name: Delta Arrived
$Message: XSTR("Delta wing here. Standing by.", 2776)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_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

$Name: Delta Arrived
$Message: XSTR("This is Delta wing. What is your command?", 2778)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("You don't have to tell me twice!", 2780)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_depart.wav

$Name: Depart
$Message: XSTR("Roger that, sir. See you back home.", 2781)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_depart.wav

$Name: Depart
$Message: XSTR("Right away, sir. Jump drive engaged.", 2782)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_depart.wav

$Name: Depart
$Message: XSTR("Acknowledged. Returning to base now.", 2783)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_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("Returning to base.", 2785)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("Yes, sir! Targeting engines now!", 2790)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Disable.wav 

$Name: Disable Target
$Message: XSTR("Acquiring lock on engines.", 2791)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Disable.wav 

$Name: Disable Target
$Message: XSTR("I copy that. Disabling your target now.", 2792)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Disable.wav

$Name: Disable Target
$Message: XSTR("Roger that. We'll knock out those engines for you, sir!", 2793)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Disable.wav

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

$Name: Disable Target
$Message: XSTR("Acknowledged. Engine subsystem targeted.", 2795)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_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("Target data received. Acquiring lock.", 2797)
+Persona: Wingman 2
+Avi Name: Head-TP5
+Wave Name: 2_Disarm.wav 

$Name: Disarm Target
$Message: XSTR("I copy, sir. Disarming your target.", 2798)
+Persona: Wingman 3
+Avi Name: Head-TP6
+Wave Name: 3_Disarm.wav 

$Name: Disarm Target
$Message: XSTR("I'm on it.", 2799)
+Persona: Wingman 4
+Avi Name: Head-TP7
+Wave Name: 4_Disarm.wav 

$Name: Disarm Target
$Message: XSTR("Roger that, sir. Disarming target now.", 2800)
+Persona: Wingman 5
+Avi Name: Head-TP8
+Wave Name: 5_Disarm.wav 

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

$Name: Disarm Target
$Message: XSTR("I copy. Neutralizing weapons.", 2802)
+Persona: Wingman 7
+Avi Name: Head-VP2
+Wave Name: 7_Disarm.wav

#End