Difference between revisions of "Ships.tbl"

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==Ships.tbl==
+
Made following the older guide (originally written by GE) by Wanderer
  
'''WIP, Please comment, expand and alter'''
+
==Retail FS2 Table Options==
  
'''Includes SCP changes in addition to retail data'''
+
===$Name:===
 +
*Model name that is used also in game. It is also used as name for the whole ship entry.
 +
*Syntax: ''name'',
 +
**Example: Ulysses
  
Made by following the older guide (originally written by GE) by Wanderer <br>I know practically nothing about HTML/Wiki formatting so it ain't gonna look pretty
+
===$Short name:===
 +
*Shortened model name, for FRED, Usually more descriptive than the real name.
 +
*Syntax: ''name'',
 +
**Example: TFight
  
$Name:
+
===$Species:===
*Model name
+
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship
*''filename''
+
*Syntax: ''Terran'', ''Shivan'' or ''Vasudan''
 
+
**Example: Terran
$Short name:
 
*Shortened model name, for FRED
 
*''????''
 
 
 
$Species:
 
*Defines species (usually Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon, the support ship, the default IFF, and also FRED color
 
*''name of the species; as defined in species_defs.tbl''
 
  
 +
===Technical description===
 
List of discriptive terms for techroom and ship selection screens
 
List of discriptive terms for techroom and ship selection screens
  
Line 28: Line 28:
 
   $end_multi_text
 
   $end_multi_text
  
   +Tech Description:        XSTR("", -1)  
+
   +Tech Description:        XSTR("", -1)
 
   $end_multi_text
 
   $end_multi_text
  
Line 35: Line 35:
 
   +Missile Banks:            1
 
   +Missile Banks:            1
  
$POF file:
+
===$POF file:===
*filename of the .pof file at data/models
+
*filename of the model file (.pof) at data/models folder
*''Filename''
+
*Syntax: ''Filename.pof''
 +
**Example: fighter01.pof
 +
 
 +
===$Detail distance:===
 +
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs
 +
*Syntax: ''(Value, Value, ...)'' (distances from the model in meters)
 +
**Example: (0, 80, 300, 900)
  
$Detail distance:
+
===$ND:===
*Definies the distance where the change to different LODs occurs
+
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.
*''(LOD0, LOD1, ...)''
+
*Syntax: "Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
 +
**Example: 42, 42, 224
  
$Show damage:
+
===$Show damage:===
 
*?????
 
*?????
*''YES or NO''
+
*Syntax: ''YES'' or ''NO''
  
$Density:
+
===$Density:===
 
*?????
 
*?????
*''Numerical value; usually 1''
+
*Syntax: ''Value'', usually 1
  
$Damp:
+
===$Damp:===
 
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.
 
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.
*''Numerical value''
+
*Syntax: ''Value''
  
$Rotdamp:
+
===$Rotdamp:===
 
*Same thing, but for rotational movement.
 
*Same thing, but for rotational movement.
*''Numerical value''
+
*Syntax: ''Value''
  
$Max Velocity:
+
===$Max Velocity:===
 
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity
 
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity
*''X-axis, Y-axis, Z-axis''
+
*Syntax: ''Value, Value, Value'', (meters per second) x-axis, y-axis, z-axis
 +
**Example: 0.0, 0.0, 80.0
  
$Rotation time:
+
===$Rotation time:===
 
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis
 
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis
*''X-axis, Y-axis, Z-axis''
+
*Syntax: ''Value, Value, Value'', (seconds per 360 degree turn) x-axis, y-axis, z-axis
 +
**Example: 3.0, 2.6, 5.0
  
$Rear Velocity:
+
===$Rear Velocity:===
 
*Defines rear velocity
 
*Defines rear velocity
*''Usually 0''
+
*Syntax: ''Value'', (meters per second) usually zero
  
$Forward accel:
+
===$Forward accel:===
 
*Number of seconds needed from full stop to maximum velocity
 
*Number of seconds needed from full stop to maximum velocity
*''Numerical value''
+
*Syntax: ''Value'', (seconds)
  
$Forward decel:
+
===$Forward decel:===
 
*Number of seconds needed from maxumum velocity to full stop
 
*Number of seconds needed from maxumum velocity to full stop
*''Numerical value''
+
*Syntax: ''Value'', (seconds)
 
 
$Slide accel: <br>
 
$Slide decel:
 
*Same for sliding
 
*''Numerical value; for both''
 
 
 
$Glide:
 
*Allows gliding in game
 
*''YES or NO''
 
 
 
$Warpin speed:
 
*Sets the speed at which the ship warps in
 
*''Numerical value''
 
 
 
$Warpout speed:
 
*Sets the speed at which the ship warps out from the game
 
*''Numerical value''
 
  
$Player warpout speed:
+
===$Slide accel: and $Slide decel:===
*Sets the speed at which the player warps out from the game
+
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.
*''Numerical value; can not be greater than Max Oclk Speed''
+
*Syntax: ''Value'', (seconds) for both
  
$Expl inner rad:
+
===$Expl inner rad:===
 
*Radius at which the full explosion damage is done
 
*Radius at which the full explosion damage is done
*''In meters''
+
*Syntax: ''Value'', (meters)
  
$Expl outer rad:
+
===$Expl outer rad:===
 
*Maximum radius at which any damage is done
 
*Maximum radius at which any damage is done
*''In meters''
+
*Syntax: ''Value'', (meters)
  
$Expl damage:
+
===$Expl damage:===
 
*Amount of damage done inside the inner radius
 
*Amount of damage done inside the inner radius
*''Damage value''
+
*Syntax: ''Value'', (damage value)
  
$Expl blast:
+
===$Expl blast:===
 
*The intensity of the blast effect when you're within the outer radius
 
*The intensity of the blast effect when you're within the outer radius
*''Numerical value''
+
*Syntax: ''Value'', (blast effect)
  
$Expl Propagates:
+
===$Expl Propagates:===
 
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly
 
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly
*''YES or NO''
+
*Syntax: ''YES'' or ''NO''
  
$Shockwave Speed:
+
===$Shockwave Speed:===
 
*Speed shockwave expands at, 0 means no shockwave
 
*Speed shockwave expands at, 0 means no shockwave
*''Speed in meters per s''
+
*Syntax: ''Value'', (meters per second)
 +
 
 +
===Primary Weapons===
  
$Allowed PBanks:
+
====$Allowed PBanks:====
*List of allowed primary weapons in brackets (weapon name marked with apostrophes). Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it's own bracketed entry.
+
*List of allowed primary weapons in brackets (weapon name marked with quotes).
*''( "Flag" "Flag" ) ( "Flag" "Flag")''
+
*Syntax: ''( "Flag" "Flag" )''
 +
**Example: ( "Subach HL-7" "Prometheus R")
  
$Allowed Dogfight PBanks:
+
====$Allowed Dogfight PBanks:====
*Primary weapons for multiplayer
+
*Primary weapons for multiplayer dogfights
*''( "Flag" "Flag" ) ( "Flag" "Flag")''
+
*Syntax: ''( "Flag" "Flag" )''
 +
**Example: ( "Subach HL-D" "Prometheus D")
  
$Default PBanks:
+
====$Default PBanks:====
 
*Defines default primary weapons for each of the primary weapon banks
 
*Defines default primary weapons for each of the primary weapon banks
*''( "Flag" "Flag" ) ( "Flag" "Flag")''
+
*Syntax: ''( "Flag" "Flag" )''
 +
**Example: ( "Subach HL-7" "Prometheus R")
  
$PBank Capacity:
+
===Secondary Weapons===
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG "ballistic primaries"
 
*''( Value, Value )''
 
  
$Allowed SBanks:<br>
+
====$Allowed SBanks:<br>====
$Allowed Dogfight SBanks:<br>
+
====$Allowed Dogfight SBanks:<br>====
$Default SBanks:
+
====$Default SBanks:====
 
*Same for secondary weapons
 
*Same for secondary weapons
*''( "Flag" "Flag" ) ( "Flag" "Flag")''
+
*Syntax: ''( "Flag" "Flag" )''
 +
**Example: ( "Harpoon" "Hornet")
  
$SBank Capacity:
+
====$SBank Capacity:====
 
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.
 
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.
*''( Value, Value )''
+
*Syntax: ''( Value, Value )''
 +
**Example: ( 40, 40 )
  
$Shields:
+
===$Shields:===
 
*Determines the shield strenght
 
*Determines the shield strenght
*''Value''
+
*Syntax: ''Value'', (total hitpoints in all quadrants together)
  
$Shield Color:
+
===$Shield Color:===
 
*RGB value for shield color
 
*RGB value for shield color
*''Red, Green, Blue; all values from 0 to 255''
+
*Syntax: "Value, Value, Value'' (Red, Green, Blue respectively, value from 0 to 255)
 +
**Example: 100, 100, 255
  
$Power Output:
+
===$Power Output:===
 
*The amount of energy available. The higher the output, the faster your weapons recharge.
 
*The amount of energy available. The higher the output, the faster your weapons recharge.
*''Value''
+
*Syntax: ''Value''
  
$Max Oclk Speed:
+
===$Max Oclk Speed:===
 
*Maximum velocity with all energy diverted to engines
 
*Maximum velocity with all energy diverted to engines
*''In meters per s''
+
*Syntax: ''Value'', (meters per second)
  
$Max Weapon Eng:
+
===$Max Weapon Eng:===
 
*The maximum amount of energy you can store in your primary weapons bank.
 
*The maximum amount of energy you can store in your primary weapons bank.
*''Value''
+
*Syntax: ''Value''
  
$Hitpoints:
+
===$Hitpoints:===
 
*How much damage the ship can take
 
*How much damage the ship can take
*''Value''
+
*Syntax: ''Value'', (hitpoints)
 
 
$Hull Repair Rate: <br>
 
$Subsystem Repair Rate:
 
*Repair rates at percent per second
 
*''Value; for both''
 
 
 
$Armor Type
 
*REQUIRES ADDITIONAL TABLE. Defines armor type
 
*''Armor name; as defined in armor.tbl''
 
  
$Flags:
+
===$Flags:===
 
*See below
 
*See below
*''( "Flag" "Flag" )''
+
*Syntax: ''( "Flag" "Flag" )''
 +
**Example: ( "fighter" "in tech database" )
  
$AI Class:
+
===$AI Class:===
 
*Default AI class
 
*Default AI class
 
*''AI name; as defined in AI.tbl''
 
*''AI name; as defined in AI.tbl''
  
$Afterburner:
+
===$Afterburner:===
 
*Defines if the ships has afterburner
 
*Defines if the ships has afterburner
*''YES or NO''
+
*Syntax: ''YES'' or ''NO''
*+Aburn Max Vel:
+
====+Aburn Max Vel:====
**In same format as in $Max Velocity:
+
*In same format as in $Max Velocity:
**''Speed in meter per s''
+
*Syntax: ''Value'', (meters per second)
*+Aburn For accel:
+
====+Aburn For accel:====
**Defined only as the forward acceleration. In same format as $Forward accel:
+
*Defined only as the forward acceleration. In same format as $Forward accel:
**''Value''
+
*Syntax: ''Value'', (seconds)
*+Aburn Fuel:
+
====+Aburn Fuel:====
**Amount of afterburner fuel the ship has
+
*Amount of afterburner fuel the ship has
**''Value''
+
*Syntax: ''Value'' (fuel units)
*+Aburn Burn Rate:
+
====+Aburn Burn Rate:====
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)
+
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)
**''Value''
+
*Syntax: ''Value'' (fuel units per second)
*+Aburn Rec Rate:
+
====+Aburn Rec Rate:====
**Rate the fuel is restored.
+
*Rate the fuel is restored.
**''Value''
+
*Syntax: ''Value'' (fuel units per second)
*$Trails:
 
**Allows afterburner trails to be used
 
**+Bitmap:
 
***Texture used to draw the afterburner trail
 
***''Filename''
 
**+Width:
 
***Width of afterburner trail at the beginning of it (ie. the thruster end)
 
***''Value; in meters''
 
**+Alpha:
 
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)
 
***''Value''
 
**+Life:
 
***How long the trail will last
 
***''Value; in seconds''
 
  
$Countermeasures:         20
+
===$Countermeasures:===
 
*Number of countermeasures that can be loaded to the ship
 
*Number of countermeasures that can be loaded to the ship
*''Value''
+
*Syntax: ''Value''
  
$Scan time:
+
===$Scan time:===
 
*Time it takes to scan the ship
 
*Time it takes to scan the ship
*''Value, in milliseconds''
+
*Syntax: ''Value'', (milliseconds)
  
$EngineSnd:
+
===$EngineSnd:===
 
*Engine sound used for the ship with number referring to sounds.tbl
 
*Engine sound used for the ship with number referring to sounds.tbl
*''Number of the sound; as defined in sounds.tbl''
+
*Syntax: ''Value'', identification number of the sound as defined in sounds.tbl
  
$Closeup_pos:<br>
+
===$Closeup_pos:===
$Closeup_zoom:
+
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view
*How the model will show at techroom
+
*Syntax: ''Value'', ''Value'', ''Value'', (X, Y and Z values)
  
$Shield_icon:
+
===$Closeup_zoom:===
*This .ani file should be at data/hud
+
*How the model will show at techroom. How far the camera's zoomed in.
*''Filename''
+
*Syntax: ''Value''
  
$Ship_icon:
+
===$Shield_icon:===
 +
*This .ani file must be at data/hud and included to the hud.tbl
 +
*Syntax: ''Filename''
 +
**Example: shield-f01
 +
 
 +
===$Ship_icon:===
 
*The icon used in ship selection
 
*The icon used in ship selection
*''Filename''
+
*Syntax: ''Filename''
 +
**Example: iconfighter01
  
$Ship_anim:
+
===$Ship_anim:===
 
*The glowing green grid animation used in ship selection
 
*The glowing green grid animation used in ship selection
*''Filename''
+
*Syntax: ''Filename''
 +
**Example: ssfighter01
  
$Ship_overhead:
+
===$Ship_overhead:===
 
*The overhead view used in the weapons loadout
 
*The overhead view used in the weapons loadout
*''Filename''
+
*Syntax: ''Filename''
 +
**Example: loadfighter01
  
$Score:
+
===$Score:===
 
*Points awarded for destroying the ship
 
*Points awarded for destroying the ship
*''Value''
+
*Syntax: ''Value'', (points)
  
$Trail:
+
===$Trail:===
 
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.
 
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.
*+Offset:
+
====+Offset:====
**The position of the contrail's head
+
*The position of the contrail's head
**''X, Y, Z; relative to the centerpoint of the model''
+
*Syntax: ''Value'', ''Value'', ''Value'', (X, Y, Z values) relative to the centerpoint of the model
*+Start Width:
+
====+Start Width:====
**The width of the contrail's head
+
*The width of the contrail's head
**''Value; in meters''
+
*Syntax: ''Value'', (meters)
*+End Width:
+
====+End Width:====
**The width of the contrail's tail
+
*The width of the contrail's tail
**''Value; in meters''
+
*Syntax: ''Value'', (meters)
*+Start Alpha:
+
====+Start Alpha:====
**The opacity of the contrail's head
+
*The opacity of the contrail's head
**''Value''
+
*Syntax: ''Value'', value between 0 and 1
*+End Alpha:
+
====+End Alpha:====
**The opacity of the contrail's tail
+
*The opacity of the contrail's tail
**''Value''
+
*Syntax: ''Value'', value between 0 and 1
*+Max Life:
+
====+Max Life:====
**How long the contrail remains
+
*How long the contrail remains
**''Value; in seconds''
+
*Syntax: ''Value'', (seconds)
*+Spew Time:
+
====+Spew Time:====
**????
+
*????
**''???''
+
*Syntax: ''Value'', (seconds)
*+Bitmap:
+
====+Bitmap:====
**The image to use for the contrail.
+
*The image to use for the contrail.
**''Filename''
+
*Syntax: ''Filename''
 +
**Example: Contrail01
  
$Thruster Particles:
+
===$Subsystem:===
*$Thruster Particle Bitmap:
+
*The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets.
**Name of the animation used for particle thrusters, up to three can be defined
+
*Syntax: ''Subsystem name'' , ''Value'', (% of ships hitpoints) ''Value'', (seconds per 360 degree turn) subsystem name mustbe the same as described in model file (.pof).
**''Filename''
+
**Example: communications, 5, 0.0
*$Min Radius:
 
**''Value; in meters''
 
*$Max Radius:
 
**''Value; in meters''
 
*$Min created:
 
**''Value; per second''
 
*$Max created:
 
**''Value; per second''
 
*$Variance:
 
**Value that describes the randomnes or particle generation, valus close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed enen to opposite direction
 
**''Value''
 
  
$Thruster Particles:
+
====Turret====
*$Afterburner Particle Bitmap:
+
*'''In addition''' to the previous entry sll turrets require informtion concerning the weapon mounted to the turret. The entry can be either '''$Default PBanks''' for turret primaries (including beams) or '''$Default SBanks''' for turret secondaries
**Name of the animation used for particle thruster afterburners, up to three can be defined
+
*Syntax: ( "Flag" )
**''Filename''
+
**Example: ( "Subach HL-7" )
*$Min Radius:
+
**Combined example for turret entry:
**''Value; in meters''
+
***$Subsystem: turret01, 1.0, 1.0<br>$Default PBanks: ( "Terran Turret" )
*$Max Radius:
 
**''Value; in meters'
 
*$Min created:
 
**''Value; per second''
 
*$Max created:  
 
**''Value; per second''
 
*$Variance:  
 
**Value that describes the randomnes or particle generation, valus close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed enen to opposite direction
 
**''Value''
 
 
 
$Subsystem:
 
*The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets.
 
*''Subsystem name, %-hitpoints, rotation speed''
 
  
====Ships.tbl flags====
+
===Ships.tbl flags===

Revision as of 21:44, 11 November 2005

Made following the older guide (originally written by GE) by Wanderer

Retail FS2 Table Options

$Name:

  • Model name that is used also in game. It is also used as name for the whole ship entry.
  • Syntax: name,
    • Example: Ulysses

$Short name:

  • Shortened model name, for FRED, Usually more descriptive than the real name.
  • Syntax: name,
    • Example: TFight

$Species:

  • Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship
  • Syntax: Terran, Shivan or Vasudan
    • Example: Terran

Technical description

List of discriptive terms for techroom and ship selection screens

  +Type:                     XSTR("", -1)
  +Maneuverability:          XSTR("", -1)
  +Armor:                    XSTR("", -1)
  +Manufacturer:             XSTR("", -1)
  +Description:              XSTR("", -1)
  $end_multi_text
  +Tech Description:         XSTR("", -1)
  $end_multi_text
  +Length:                   20 m
  +Gun Mounts:               4
  +Missile Banks:            1

$POF file:

  • filename of the model file (.pof) at data/models folder
  • Syntax: Filename.pof
    • Example: fighter01.pof

$Detail distance:

  • Definies the distance where the change between different Levels-Of-Details (LODs) occurs
  • Syntax: (Value, Value, ...) (distances from the model in meters)
    • Example: (0, 80, 300, 900)

$ND:

  • No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.
  • Syntax: "Value, Value, Value (Red, Green, Blue respectively, value from 0 to 255)
    • Example: 42, 42, 224

$Show damage:

  • ?????
  • Syntax: YES or NO

$Density:

  • ?????
  • Syntax: Value, usually 1

$Damp:

  • Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, "this has no physics, like Wing Commander." The more damping, the harder to control, but the more smoothly it moves.
  • Syntax: Value

$Rotdamp:

  • Same thing, but for rotational movement.
  • Syntax: Value

$Max Velocity:

  • Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity
  • Syntax: Value, Value, Value, (meters per second) x-axis, y-axis, z-axis
    • Example: 0.0, 0.0, 80.0

$Rotation time:

  • Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis
  • Syntax: Value, Value, Value, (seconds per 360 degree turn) x-axis, y-axis, z-axis
    • Example: 3.0, 2.6, 5.0

$Rear Velocity:

  • Defines rear velocity
  • Syntax: Value, (meters per second) usually zero

$Forward accel:

  • Number of seconds needed from full stop to maximum velocity
  • Syntax: Value, (seconds)

$Forward decel:

  • Number of seconds needed from maxumum velocity to full stop
  • Syntax: Value, (seconds)

$Slide accel: and $Slide decel:

  • Same for sliding as the $Forward accel: and $Forward decel: for normal movement.
  • Syntax: Value, (seconds) for both

$Expl inner rad:

  • Radius at which the full explosion damage is done
  • Syntax: Value, (meters)

$Expl outer rad:

  • Maximum radius at which any damage is done
  • Syntax: Value, (meters)

$Expl damage:

  • Amount of damage done inside the inner radius
  • Syntax: Value, (damage value)

$Expl blast:

  • The intensity of the blast effect when you're within the outer radius
  • Syntax: Value, (blast effect)

$Expl Propagates:

  • This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly
  • Syntax: YES or NO

$Shockwave Speed:

  • Speed shockwave expands at, 0 means no shockwave
  • Syntax: Value, (meters per second)

Primary Weapons

$Allowed PBanks:

  • List of allowed primary weapons in brackets (weapon name marked with quotes).
  • Syntax: ( "Flag" "Flag" )
    • Example: ( "Subach HL-7" "Prometheus R")

$Allowed Dogfight PBanks:

  • Primary weapons for multiplayer dogfights
  • Syntax: ( "Flag" "Flag" )
    • Example: ( "Subach HL-D" "Prometheus D")

$Default PBanks:

  • Defines default primary weapons for each of the primary weapon banks
  • Syntax: ( "Flag" "Flag" )
    • Example: ( "Subach HL-7" "Prometheus R")

Secondary Weapons

$Allowed SBanks:

$Allowed Dogfight SBanks:

$Default SBanks:

  • Same for secondary weapons
  • Syntax: ( "Flag" "Flag" )
    • Example: ( "Harpoon" "Hornet")

$SBank Capacity:

  • Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.
  • Syntax: ( Value, Value )
    • Example: ( 40, 40 )

$Shields:

  • Determines the shield strenght
  • Syntax: Value, (total hitpoints in all quadrants together)

$Shield Color:

  • RGB value for shield color
  • Syntax: "Value, Value, Value (Red, Green, Blue respectively, value from 0 to 255)
    • Example: 100, 100, 255

$Power Output:

  • The amount of energy available. The higher the output, the faster your weapons recharge.
  • Syntax: Value

$Max Oclk Speed:

  • Maximum velocity with all energy diverted to engines
  • Syntax: Value, (meters per second)

$Max Weapon Eng:

  • The maximum amount of energy you can store in your primary weapons bank.
  • Syntax: Value

$Hitpoints:

  • How much damage the ship can take
  • Syntax: Value, (hitpoints)

$Flags:

  • See below
  • Syntax: ( "Flag" "Flag" )
    • Example: ( "fighter" "in tech database" )

$AI Class:

  • Default AI class
  • AI name; as defined in AI.tbl

$Afterburner:

  • Defines if the ships has afterburner
  • Syntax: YES or NO

+Aburn Max Vel:

  • In same format as in $Max Velocity:
  • Syntax: Value, (meters per second)

+Aburn For accel:

  • Defined only as the forward acceleration. In same format as $Forward accel:
  • Syntax: Value, (seconds)

+Aburn Fuel:

  • Amount of afterburner fuel the ship has
  • Syntax: Value (fuel units)

+Aburn Burn Rate:

  • Rate the fuel is consumed when afterburner is engaged (in units per seconds)
  • Syntax: Value (fuel units per second)

+Aburn Rec Rate:

  • Rate the fuel is restored.
  • Syntax: Value (fuel units per second)

$Countermeasures:

  • Number of countermeasures that can be loaded to the ship
  • Syntax: Value

$Scan time:

  • Time it takes to scan the ship
  • Syntax: Value, (milliseconds)

$EngineSnd:

  • Engine sound used for the ship with number referring to sounds.tbl
  • Syntax: Value, identification number of the sound as defined in sounds.tbl

$Closeup_pos:

  • How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view
  • Syntax: Value, Value, Value, (X, Y and Z values)

$Closeup_zoom:

  • How the model will show at techroom. How far the camera's zoomed in.
  • Syntax: Value

$Shield_icon:

  • This .ani file must be at data/hud and included to the hud.tbl
  • Syntax: Filename
    • Example: shield-f01

$Ship_icon:

  • The icon used in ship selection
  • Syntax: Filename
    • Example: iconfighter01

$Ship_anim:

  • The glowing green grid animation used in ship selection
  • Syntax: Filename
    • Example: ssfighter01

$Ship_overhead:

  • The overhead view used in the weapons loadout
  • Syntax: Filename
    • Example: loadfighter01

$Score:

  • Points awarded for destroying the ship
  • Syntax: Value, (points)

$Trail:

  • These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.

+Offset:

  • The position of the contrail's head
  • Syntax: Value, Value, Value, (X, Y, Z values) relative to the centerpoint of the model

+Start Width:

  • The width of the contrail's head
  • Syntax: Value, (meters)

+End Width:

  • The width of the contrail's tail
  • Syntax: Value, (meters)

+Start Alpha:

  • The opacity of the contrail's head
  • Syntax: Value, value between 0 and 1

+End Alpha:

  • The opacity of the contrail's tail
  • Syntax: Value, value between 0 and 1

+Max Life:

  • How long the contrail remains
  • Syntax: Value, (seconds)

+Spew Time:

  • ????
  • Syntax: Value, (seconds)

+Bitmap:

  • The image to use for the contrail.
  • Syntax: Filename
    • Example: Contrail01

$Subsystem:

  • The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multipart turrets.
  • Syntax: Subsystem name , Value, (% of ships hitpoints) Value, (seconds per 360 degree turn) subsystem name mustbe the same as described in model file (.pof).
    • Example: communications, 5, 0.0

Turret

  • In addition to the previous entry sll turrets require informtion concerning the weapon mounted to the turret. The entry can be either $Default PBanks for turret primaries (including beams) or $Default SBanks for turret secondaries
  • Syntax: ( "Flag" )
    • Example: ( "Subach HL-7" )
    • Combined example for turret entry:
      • $Subsystem: turret01, 1.0, 1.0
        $Default PBanks: ( "Terran Turret" )

Ships.tbl flags