Messages.tbl

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FSO Revision: 5261
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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