Script - Flashy Deaths (new)

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Revision as of 21:25, 7 March 2010 by Wanderer (talk | contribs) (update)
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Function

New version of the flashy deaths effect by Wanderer. You may wish to check out the script's thread on HLP.

Please note that this script requires two additional files in .cfg format whose specs can be found below.

NOTE THAT .CFG FILES GO TO DATA/CONFIG DIRECTORY

Table Entry

We'll call this deto-sct.tbm - it needs to be placed into ../data/tables/ directory.

#Conditional Hooks
 
$Application: FS2_Open
$On Mission Start:
 
[
 
----------------------
-- parser functions --
----------------------
 
--- get newline and make sure its lowercase
function get_next_line(nfile)
   -- read the line
   nline = nfile:read("*l")
   -- change to lowercase
   if nline ~= nil then
      nline = nline:lower()
   end
   return nline
end
 
--- find keyword and return the place where it ends
function find_keyword(line_to_parse, keyword)
   -- find any instances of the keyword
   keyword = keyword:lower()
   local key_s, key_e = line_to_parse:find(keyword)
 
   -- if we cant find a thing
   if key_s == nil then
      return nil
   end
 
   -- check if the line has been commented away
   local comment_s, comment_e = line_to_parse:find("--")
 
   if comment_s == nil then
      return key_e
   elseif comment_s < key_s then
         return nil
   end
 
   return key_e
end
 
--- function to initialize the vars
function init_entry(name)
   arr_SD_rad[name] = 1
   arr_SD_eff[name] = { }
   arr_SD_m[name] = 1
   arr_SF_rad[name] = 1
   arr_SF_eff[name] = 0
   arr_SB_int[name] = 0
   arr_SB_dur[name] = 0
   arr_SB_time[name] = 0
   arr_SB_dist[name] = 1
end
 
--- specific parsing funcs to make things easier to read ---
--- string or rather substring parser
function parse_string(start_key, line_to_parse)
   local substring = line_to_parse:sub(start_key)
   -- remove empty spaces
   local substring_start = substring:find("%a")
   substring = substring:sub(substring_start)
   return substring
end
 
--- function to parse numbers
function parse_number(start_key, line_to_parse)
   local result = line_to_parse:sub(start_key)
   local r_value = result:match('[0-9%.]+')
   r_value = tonumber(r_value)
   return r_value
end
 
--- function to parse arrays of numbers
function parse_number_array(start_key, line_to_parse)
   -- stuff the array
   local r = { }
   local p
   for p in line_to_parse:gmatch('[0-9%.]+') do
      p = tonumber(p)
      p = math.floor(p)
      table.insert(r, p)
   end
   return r
end
 
--- function to parse things
function parse_entry(keyword, flashfile, type, use_same_line)
   local new_entry = nil
   local return_val
   local return_array = {}
   local c_line
   if use_same_line == false then
      c_line = get_next_line(flashfile)
      if c_line == nil then
         -- end of file
         return -2, false, return_array
      end
      while c_line:len() == 0 do
         c_line = get_next_line(flashfile)
         if c_line == nil then
            -- end of file
            return -2, false, return_array
         end
      end
      new_entry = find_keyword(c_line, "Name:")
      current_start_line = c_line
   else
      c_line = use_same_line
   end
 
   -- check if we found a new entry
   if new_entry == nil then
      local c_key = find_keyword(c_line, keyword)
      if c_key == nil then
         -- we didn't find the thing...
         return -1, c_line, return_array
      end
      if type == "n" then
         -- soo... parse a number
         return_val = parse_number(c_key, c_line)
         return return_val, false, return_array
      elseif type == "array_n" then
         -- soo... parse an array of numbers
         return_array = parse_number_array(c_key, c_line)
         return_val = #return_array
         return return_val, false, return_array
      end
   else
      -- found new entry instead...
      return -2, c_line, return_array
   end
end
 
-----------------------------------------------
-- loading the flash animations
function parse_flash_ani_file(n_file)
   local something_to_parse = true
   while something_to_parse == true do
      local c_line = get_next_line(n_file)
 
      -- if we are at end of file, stop the loop
      if c_line == nil then
         something_to_parse = false
         break
      end
 
      local entry_start = find_keyword(c_line, "Filename:")
 
      -- if we found something else, try next line
      if entry_start ~= nil then
         -- ok... so we should have a good entry candidate and all that
         local current_entry = parse_string(entry_start, c_line)
         local animation = gr.loadTexture(current_entry, true)
         table.insert(arr_D_eff, animation)
         if animation:isValid() == false then
            ba.warning("Animation defined in " .. filename_flashani .. " " .. current_entry .. " is invalid")
         end
      end
   end
end
 
-- actual flash effect parsing function
function parse_flash_file(flashfile)
   -- pick first line
   entries_left = true
   use_same_line = false
   while entries_left == true do
      -- find ship name
      if use_same_line == false then
         use_same_line = get_next_line(flashfile)
      end
      if use_same_line == nil then
         -- end of file
         entries_left = false
         break
      end
      if use_same_line:len() == 0 then
         use_same_line = false
      else
         entry_start = find_keyword(use_same_line, "Name:")
         current_start_line = use_same_line
         if entry_start ~= nil then
            local not_new_entry = false
            -- insert while loop here to enable breaks as next statements
            while entry_start ~= nil do
               if not_new_entry == false then
                  current_entry = parse_string(entry_start, use_same_line)
                  -- init the entry
                  init_entry(current_entry)
                  use_same_line = false
                  ba.print("\nClass: " .. current_entry .. "\n")
               end
 
               local temp_val = nil
               local temp_arr = nil
               entry_start = nil
 
               -- detonation radius
               temp_val, use_same_line = parse_entry("Detonation Radius Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("DRM: " .. temp_val .. "\n")
                  arr_SD_rad[current_entry] = temp_val
               end
 
               -- random detonation effects
               local temp_arr = {}
               temp_val, use_same_line, temp_arr = parse_entry("Detonation Effects:", flashfile, "array_n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("DE: " .. temp_val .. "\n")
                  arr_SD_eff[current_entry] = temp_arr
               end
 
               -- multiplier for the detonation occurrance
               temp_val, use_same_line = parse_entry("Detonation Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("DM: " .. temp_val .. "\n")
                  arr_SD_m[current_entry] = temp_val
               end
 
               -- final flash radius
               temp_val, use_same_line = parse_entry("Flash Radius Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("FRM: " .. temp_val .. "\n")
                  arr_SF_rad[current_entry] = temp_val
               end
 
               -- flash effect
               temp_val, use_same_line = parse_entry("Flash Effect:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("FE: " .. temp_val .. "\n")
                  math.floor(temp_val)
                  arr_SF_eff[current_entry] = temp_val
               end
 
               -- blinding effect
               temp_val, use_same_line = parse_entry("Blinding Effect Intensity:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BE: " .. temp_val .. "\n")
                  temp_val = temp_val + "0"
                  if temp_val < 0 then
                     temp_val = 0
                  elseif temp_val > 100 then
                     temp_val = 100
                  end
                  arr_SB_int[current_entry] = temp_val
               end
 
               -- blinding duration
               temp_val, use_same_line = parse_entry("Blinding Effect Duration:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BEDu: " .. temp_val .. "\n")
                  arr_SB_dur[current_entry] = temp_val
               end
 
               -- blast effect delay
               temp_val, use_same_line = parse_entry("Blast Effect Delay:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BEDe: " .. temp_val .. "\n")
                  arr_SB_time[current_entry] = temp_val
               end
 
               -- blast effect delay
               temp_val, use_same_line = parse_entry("Blinding Effect Distance Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               elseif temp_val ~= -1 then
                  ba.print("BEDM: " .. temp_val .. "\n")
                  arr_SB_dist[current_entry] = temp_val
               end
 
               if current_start_line == use_same_line then
                  use_same_line = get_next_line(flashfile)
                  local temp_string = find_keyword(use_same_line, "Name:")
                  if temp_string == nil then
                     current_start_line = use_same_line
                     entry_start = use_same_line
                  else
                     entry_start = nil
                  end
 
                  not_new_entry = true
               end
            end
         else
            use_same_line = get_next_line(flashfile)
         end
      end
   end
end
 
----------
-- main --
----------
 
-- init arrays
arrayShipName = {}
arr_SD_rad = {}
arr_SD_eff = {}
arr_SD_m = {}
arr_SF_rad = {}
arr_SF_eff = {}
arr_SB_int = {}
arr_SB_dur = {}
arr_SB_time = {}
arr_SB_dist = {}
arr_D_eff = {}
 
-- open reference file, if any
-- if failed... pass the script
filename_flash = "exp_flashes.cfg"
filename_flashani = "exp_ani_flashes.cfg"
if ((cf.fileExists(filename_flash, "data/config/", true) == true) and (cf.fileExists(filename_flashani, "data/config/", true) == true)) then
   boolflashfileOK = true
end
 
if boolflashfileOK then
   -- open to read the contents
   flashanifile = cf.openFile(filename_flashani, "r")
   -- parse contents
   parse_flash_ani_file(flashanifile)
   -- close the file
   flashanifile:close()
 
   -- continue with the rest in similar manner
   flashfile = cf.openFile(filename_flash, "r")
   parse_flash_file(flashfile)
   flashfile:close()
 
   -- setup rest of the required stuff
   math.randomseed( os.time() )
   f_counter = {}
   v_null = ba.createVector(0,0,0)
   v_temp = ba.createVector(0,0,0)
   v_rnd_sphere = ba.createVector(0,0,0)
   arr_FS_List = {}
   arr_FS = {}
   arr_FS_Class = {}
   arr_FS_Pos = {}
   arr_FS_done = {}
   arr_FS_time = {}
   bl_int = 0
   bl_end = 0
   bl_max = 0
   bl_start = 0
   bl_int_init = 0
else
   ba.warning("Failed to initialize flashy deaths script")
end
 
----------------------------------
-- functions for later sections --
----------------------------------
 
function blinding_effect(intensity, duration, time)
   bl_int_init = bl_int
 
   if (intensity < bl_max) then
      if intensity > bl_int then
         local effect_time = bl_end - bl_start
         local delta_time = time - bl_start
 
         if effect_time == 0 then
            bl_max = intensity
            bl_start = time
            bl_end = time + (duration / 1000)
         else
            local pct_time = (effect_time - delta_time) / effect_time
            if pct_time < 0.85 then
               bl_max = intensity
               bl_start = time
               bl_end = time + (duration / 1000)
            end
         end
      end
   else
      bl_max = intensity
      bl_start = time
      bl_end = time + (duration / 1000)
   end
end
 
function process_blinding_effect_frame(time)
   if bl_max == 0 then
      return
   end
 
   local effect_time = bl_end - bl_start
   local delta_time = time - bl_start
   local pct_time = (effect_time - delta_time) / effect_time
   local case_time
 
   -- lets go case by case
   if pct_time < 0.0 then
      -- effect has faded away
      bl_int = 0
      bl_max = 0
      blindint_intensity_start = 0
   elseif pct_time < 0.85 then
      -- effect is still fading away
      case_time = 1 - (pct_time / 0.85)
      bl_int = bl_max * math.pow(((1 + math.cos(case_time * math.pi))/2),3)
   elseif pct_time > 0.90 then
      -- effect is still getting stronger
      if pct_time == 0 then
         case_time = -1
      else
         case_time = -1 * ((pct_time - 0.9) / 0.1)
      end
      bl_int = math.pow(((1 + math.cos(case_time * math.pi))/2),2) * (bl_max - bl_int_init) + bl_int_init
   else
      bl_int = bl_max
   end
 
   if bl_int ~= 0 then
      a = bl_int * 255
      gr.flashScreen(a,a,a)
   end
end
 
function do_death_flash(name, number)
 
   -- death flash explosion
   arr_FS_List[name] = 2
   local v_F_pos = arr_FS_Pos[name]
   arr_FS_Pos[name] = nil
   local str_F_class = arr_FS_Class[name]
   arr_FS_Class[name] = nil
   local l_f_model_r = tb.ShipClasses[str_F_class].Model.Radius
   local n_F_rad = 1.5 * (math.random() + 0.5) * l_f_model_r * arr_SF_rad[str_F_class]
   local l_anim_flash = arr_D_eff[arr_SF_eff[str_F_class]]
   if l_anim_flash:isValid() then
      ts.createParticle(v_F_pos,v_null,f_F_time,n_F_rad,PARTICLE_BITMAP,-1,false,l_anim_flash)
   end
 
   -- death flash blinding effect
   if arr_SB_int[str_F_class] > 0 then
      local coord_x
      local coord_y
      coord_x, coord_y = v_F_pos:getScreenCoords()
 
      if coord_x ~= false then
         local l_f_dist_mult = 1
         local l_player = hv.Player
         if l_player:isValid() then
            local l_v_plr_pos = l_player.Position
            local l_n_distace_fls_plr = v_F_pos:getDistance(l_v_plr_pos)
            local l_n_max_fls_distance = 2 * l_f_model_r * arr_SB_dist[str_F_class]
            if l_n_distace_fls_plr > l_n_max_fls_distance then
               local l_n_exp_dist_mult = l_n_distace_fls_plr / l_n_max_fls_distance
               l_f_dist_mult = 1 / math.pow(l_n_exp_dist_mult, 2)
            end
            blinding_effect(arr_SB_int[str_F_class] * l_f_dist_mult, arr_SB_dur[str_F_class], f_M_time)
         end
      end
   end
 
   -- purge from the list
   table.insert(arr_FS_done, number)
end
 
function check_flash(name)
   local class = arr_FS_Class[name]
   if arr_SB_time[class] > 0 then
      if arr_FS_time[name] <= f_M_time then
         return true;
      end
   end
 
   return false;
end
 
function add_to_flash_list(name, class)
   arr_FS_List[name] = 1
   arr_FS_Class[name] = class
   if arr_SB_time[class] > 0 then
      local temp_time = math.random() + 1
      arr_FS_time[name] = arr_SB_time[class] * temp_time / 1000 + f_M_time
   end
   table.insert(arr_FS,name)
end
 
function get_rnd_vector_sphere()
   local l_bool_ok_to_pass = false
   local l_get_rnd = math.random
 
   while (l_bool_ok_to_pass == false) do
 
      -- get random vector (cube, -1 to 1)
      v_rnd_sphere[1] = (2* (l_get_rnd() - 0.5))
      v_rnd_sphere[2] = (2* (l_get_rnd() - 0.5))
      v_rnd_sphere[3] = (2* (l_get_rnd() - 0.5))
      local l_n_mag = v_rnd_sphere:getMagnitude()
 
      -- accept only values within a sphere (uniform)
      if l_n_mag <= 1 then
         v_rnd_sphere = v_rnd_sphere / l_n_mag
         l_bool_ok_to_pass = true
      end
   end
   return v_rnd_sphere;
end
 
function get_ray_collision_pos(ship, v_ray, num_tries)
   local l_or_ship = ship.Orientation
   local l_m_model = ship.Class.Model
   local l_f_radius = 30000
   local l_v_pos_mod = v_null
   local l_n_has_tried = 0
   local l_c_ray_pos
   local l_get_rnd = math.random
 
   while (l_n_has_tried < num_tries) do
      if l_m_model:isValid() then
         l_f_radius = l_m_model.Radius
         for i=1,3 do
            local l_rnd = (2* (l_get_rnd() - 0.5))
               if l_rnd >= 0 then
                  v_temp[i] = l_m_model.BoundingBoxMax[i] * l_rnd
               else
                  v_temp[i] = l_m_model.BoundingBoxMin[i] * l_rnd * (-1)
               end
            end
         l_v_pos_mod = l_or_ship:unrotateVector(v_temp)
      else
         l_v_pos_mod = v_null
      end
 
      local v_ray = v_ray * l_f_radius
      local l_v_end_pos = ship.Position - v_ray + l_v_pos_mod
      local l_v_start_pos = ship.Position + v_ray + l_v_pos_mod
 
      l_c_ray_pos = ship:checkRayCollision(l_v_start_pos, l_v_end_pos)
 
      if l_c_ray_pos ~= nil then
         l_n_has_tried = 3
      else
         l_n_has_tried = 1 + l_n_has_tried
      end
   end
 
   return l_c_ray_pos
end
 
function get_number_of_explosions(attempts)
   local l_n_partials
   local l_n_full
   l_n_full, l_n_partials = math.modf(attempts)
 
   if l_n_partials ~= 0 then
      if math.random() > l_n_partials then
         l_n_full = l_n_full + 1
      end
   end
 
   return l_n_full
end
]
 
$State: GS_STATE_GAME_PLAY
$On Frame:
 
[
 
f_M_time = mn.getMissionTime()
 
if ((f_M_time ~= nil) and boolflashfileOK) then
 
   f_F_time = ba.getFrametime(true)
 
   f_rnd = math.random()
   n_ships = #mn.Ships
 
   for h = 1, n_ships do
      o_ship = mn.Ships[h]
      str_S_class = o_ship.Class.Name:lower()
 
      --ONLY SHIPS WITH EFFECTS--
 
      if ((arr_SF_rad[str_S_class] ~= nil) and (arr_SD_rad[str_S_class] ~= nil)) then
         str_S_name = o_ship.Name
         floatHP = o_ship.HitpointsLeft
 
         if floatHP <= 0 then
 
            v_S_pos = o_ship.Position
 
            if arr_SF_rad[str_S_class] > 0 then
               if arr_FS_List[str_S_name] == nil then
                  add_to_flash_list(str_S_name, str_S_class)
               end
            end
 
            if arr_SD_rad[str_S_class] > 0 then
               arr_FS_Pos[str_S_name] = v_S_pos
 
               if f_counter[str_S_name] == nil then
                  f_counter[str_S_name] = 0
 
               end
 
               f_rnd = math.random()
               local l_n_SD_eff = #arr_SD_eff[str_S_class]
 
               while f_counter[str_S_name] > f_rnd do
                  f_counter[str_S_name] = f_counter[str_S_name] - f_rnd
                  local n_attempts = get_number_of_explosions(arr_SD_m[str_S_class])
 
                  for n = 1,n_attempts do
                     local l_bool_ok_to_pass = false
 
                     local l_v_rnd = get_rnd_vector_sphere()
 
                     local l_c_pos = get_ray_collision_pos(o_ship, l_v_rnd, 3)
 
                     -- check if the ray actually hit anything even after three tries
                     if l_c_pos ~= nil then
                        local l_m_model = o_ship.Class.Model
                        local l_f_det_r = (2* math.random() + 0.5) * l_m_model.Radius * arr_SD_rad[str_S_class] * 0.1
                        local l_arr_SD_eff = arr_SD_eff[str_S_class]
                        if l_n_SD_eff == 1 then
                           local l_anim_det = arr_D_eff[l_arr_SD_eff[1]]
                           if l_anim_det:isValid() then
                              ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
                           end
                        elseif l_n_SD_eff > 1 then
                           local l_n_rnd_id = math.random(l_n_SD_eff)
                           local l_anim_det = arr_D_eff[l_arr_SD_eff[l_n_rnd_id]]
                           if l_anim_det:isValid() then
                              ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
                           end
                        end
                     end
                  end
 
                  if f_counter[str_S_name] <= 0 then
                     f_counter[str_S_name] = 0
                  else
                     f_rnd = math.random()
                  end
 
               end
 
               f_counter[str_S_name] = f_counter[str_S_name] + f_F_time
            end
 
         end
 
      end
 
      n_FS = #arr_FS
 
      for x=1,n_FS do
         name = arr_FS[x]
 
         if arr_FS_List[name] == 1 then
 
            if mn.Ships[name]:isValid() then
               if mn.Ships[name]:hasShipExploded() == 2 then
                  do_death_flash(name, x)
               else
                  -- randomized flash explosion
                  if check_flash(name) == true then
                     do_death_flash(name, x)
                  end
               end
            end
 
         end
 
      end
 
      n_FS_done = #arr_FS_done
      if n_FS_done > 0 then
 
         for o=n_FS_done,1,-1 do
            table.remove(arr_FS,arr_FS_done[o])
 
         end
 
         arr_FS_done = nil
         arr_FS_done = {}
 
      end
 
   end
 
   process_blinding_effect_frame(f_M_time)
 
end
 
]
 
$Application: FS2_Open
$On Mission End:
 
[
 
-- kill the arrays...
if boolflashfileOK then
   arrayShipName = nil
   arr_SD_rad = nil
   arr_SD_eff = nil
   arr_SF_rad = nil
   arr_SF_eff = nil
   arr_SB_int = nil
   arr_SB_dur = nil
   arr_SB_time = nil
   local n_effects = #arr_D_eff
   for j=1,n_effects do
      arr_D_eff[j]:unload()
   end
   arr_D_eff = nil
 
   f_counter = nil
   arr_FS_List = nil
   arr_FS = nil
   arr_FS_Class = nil
   arr_FS_Pos = nil
   arr_FS_done = nil
   arr_FS_time = nil
 
   boolflashfileOK = nil
end
 
]
 
#End

expl_flashes.cfg

This file needs to be placed into ../data/config/ directory.

Please note that the following list isn't complete yet.

  • Name: defines the ship for which this entry is made for
  • Width: & Height: & Length: define the dimensions inside which the detonations occur
  • Detonation Radius: defines the radius (base radius) of the detonation effects
  • Detonation Effects: list of ID values of the effects (defined in the other cfg file), may have multiple ones
  • Detonation Multiplier: multiplier which controls the amount of explosions triggered. 0.2 is 80% decrease, 1.2 is 20% increase
  • Flash Radius: defines the radius of the flash when ship actually goes away
  • Flash Effect: ID values of the flash effect, as listed in line order entry in additional cfg
  • Blinding Effect Intensity: value from 0 to 100, sets the intensity of the blinding effect - requires flash effect to be defined
  • Blinding Effect Duration: sets the duration of the blinding effect in milliseconds
  • Blast Effect Delay: sets the base time for flash & blinding effect to appear in milliseconds
  • Blinding Effect Distance Multiplier: defines the multiplier applied to the blinding effect attenuation distances

Table allows for lines to be commented using '--' as comment marker

==Terran==
Name:			GTDr Amazon Advanced
Width:			80
Height:		100
Length:		200
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			GTFr Triton
Width:			110
Height:		130
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			TC-Tri
Width:			110
Height:		130
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			GTFr Poseidon
Width:			35
Height:		30
Length:		60
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		700
Flash Effect:		1

Name:			@GTC Fenris
Width:			150
Height:		200
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GTM Hippocrates
Width:			80
Height:		275
Length:		375
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1700
Flash Effect:		1

Name:			GTC Leviathan
Width:			150
Height:		200
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GTSc Faustus
Width:			95
Height:		85
Length:		160
Detonation Radius:	50
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GTG Zephyrus
Width:			80
Height:		70
Length:		255
Detonation Radius:	80
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GTA Charbydis
Width:			60
Height:		90
Length:		110
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GTD Orion
Width:			500
Height:		500
Length:		1900
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTD Hecate
Width:			700
Height:		500
Length:		1900
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTD Hades
Width:			700
Height:		500
Length:		3200
Detonation Radius:	800
Detonation Effects:	2, 3
Flash Radius:		4000
Flash Effect:		1

Name:			GTI Arcadia
Width:			1000
Height:		1200
Length:		800
Detonation Radius:	1000
Detonation Effects:	2, 3
Flash Radius:		5000
Flash Effect:		1

Name:			GTVA Colossus
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			GTCv Deimos
Width:			350
Height:		400
Length:		750
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			GTC Aeolus
Width:			80
Height:		90
Length:		275
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			NTF Iceni
Width:			400
Height:		450
Length:		1000
Detonation Radius:	300
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			NTF Boadicea
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			@GTT Elysium
Width:			35
Height:		45
Length:		35
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		500
Flash Effect:		1

Name:			@GTT Argo
Width:			95
Height:		70
Length:		160
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GTI Ganymede
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			Knossos
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			TC-Meson Bomb
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

==Vasudan==

Name:			PVFr Ma'at
Width:			20
Height:		20
Length:		55
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVFr Bes
Width:			25
Height:		15
Length:		60
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVFr Satis
Width:			45
Height:		50
Length:		110
Detonation Radius:	50
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GVG Anuket
Width:			85
Height:		80
Length:		350
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		900
Flash Effect:		1

Name:			GVC Aten
Width:			150
Height:		50
Length:		240
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GVC Mentu
Width:			180
Height:		140
Length:		325
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GVCv Sobek
Width:			275
Height:		275
Length:		620
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			GVD Typhon
Width:			700
Height:		300
Length:		2200
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GVA Setekh
Width:			100
Height:		100
Length:		200
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVD Hatshepsut
Width:			700
Height:		600
Length:		2200
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTSG Mjolnir
Width:			100
Height:		110
Length:		90
Detonation Radius:	40
Detonation Effects:	2, 3
Flash Radius:		500
Flash Effect:		1

exp_ani_flashes.cfg

This file needs to be placed into ../data/config/ directory.

Contains an ordered list of animations. First defined effect gets ID number 1, second gets ID number 2 and so on. These ID numbers are used in Detonation Effects: and Flash Effect: entries to define the desired animations.

Filename: EXP_flash
Filename: exp04
Filename: exp05

Notes

As stated above the shiplist isn't complete yet, meaning that the destruction of any ships other than the ones specified in the current expl_flashes.cfg will not trigger any effect.