Difference between revisions of "Ssm.tbl"

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(Added "+Alarm Sound:")
(Replaced link to list of tables with actual list on the right.)
 
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{{TableVersion|4879}}
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{{TableVersionGit|2019-04-15|4824428}}
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{{Tables}}
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The '''ssm.tbl''' was originally meant for defining the flight behavior of subspace missiles (SSM).
  
The '''ssm.tbl''' was originally meant for defining the flight behavior of subspace missiles (SSM).
+
This table is one of the [[Modular Tables]] and can be extended with xxx-ssm.tbm
 
 
 
 
[[Tables|List of Tables]]
 
  
 
==Format==
 
==Format==
*Table consist of independent '''$SSM:''' entries
+
*Table consists of independent '''$SSM:''' entries
*Table ends to '''#end'''
+
*Table ends with '''#end'''
  
  
Line 15: Line 14:
  
 
==$SSM:==
 
==$SSM:==
 +
*Names the SSM strike.
 +
{{Table374|The name itself is optional; if not present, it gets defaulted to "SSM <index>", allowing easy selection in FRED.}}
 +
*Syntax: '''String''', name of the strike (as used by SEXPs and weapons)
  
  
 
===+Weapon:===
 
===+Weapon:===
*Defines weapon used  
+
*Defines the weapon used in the strike.
 
*Syntax: '''String''', name of the weapon
 
*Syntax: '''String''', name of the weapon
  
  
 
===+Count:===
 
===+Count:===
*Defines number of the missiles
+
* (Optional) Defines number of the weapons fired by the strike.
 +
*Syntax: '''Integer''', defaults to 1
 +
{{Table374|
 +
===+Min Count:===
 +
* (Optional) Can be used instead of "+Count:", and in combination with "+Max Count:", to allow for a random number of weapons to be in the strike.
 
*Syntax: '''Integer'''
 
*Syntax: '''Integer'''
 +
===+Max Count:===
 +
* (Required if "+Min Count:" is used) Specifies the maximum number of weapons that can be fired by the strike.
 +
*Syntax: '''Integer'''}}
 +
 +
 +
===+WarpEffect:===
 +
{{Table382|
 +
* (Optional) Defines which fireball to use for the warp effect. Can be either the fireball index or its [[Fireball.tbl#$Unique_ID:|unique ID]].
 +
*Syntax: '''Integer''' or '''String''', defaults to "Warp Effect" (index 1)}}
  
  
 
===+WarpRadius:===
 
===+WarpRadius:===
*Defines the warp radius used by the missiles
+
*Defines the radius of the warp effect.
 
*Syntax: '''Float'''
 
*Syntax: '''Float'''
  
  
 
===+WarpTime:===
 
===+WarpTime:===
*Defines the time between deployment and arrival
+
* (Optional) Defines the lifetime of the warp effect in seconds. Non-beam weapons fire halfway through this lifetime; beam weapons either fire at the start of the effect or at the appropriate time so that the midpoint of the beam is the same as the midpoint of the warp effect, whichever is later.
*Syntax: '''Float'''
+
*Syntax: '''Float''', defaults to 4.0
  
  
 
===+Radius:===
 
===+Radius:===
*Defines radius of the missiles arrival cone
+
*Defines the radius of the formation used by the weapons in the strike.
 
*Syntax: '''Float'''
 
*Syntax: '''Float'''
 +
{{Table374|
 +
===+Min Radius:===
 +
* (Optional) Can be used instead of "+Radius", and in combination with "+Max Radius:", to allow for a random radius to be used by the strike.
 +
*Syntax: '''Float'''
 +
===+Max Radius:===
 +
* (Required if "+Min Radius:" is used) Specifies the maximum radius of the strike formation.
 +
*Syntax: '''Float'''}}
  
  
 
===+Offset:===
 
===+Offset:===
*Defines offset of the cone (probably)
+
* (Optional) Defines the offset of the formation used by the weapons in the strike; generally works best with circular strikes.
 +
*Syntax: '''Float''', defaults to 0
 +
{{Table374|
 +
===+Min Offset:===
 +
* (Optional) Can be used instead of "+Offset", and in combination with "+Max Offset:", to allow for a random offset to be used by the strike.
 
*Syntax: '''Float'''
 
*Syntax: '''Float'''
 +
===+Max Offset:===
 +
* (Required if "+Min Offset:" is used) Specifies the maximum offset of the strike formation.
 +
*Syntax: '''Float'''}}
 +
 +
 +
===+Shape:===
 +
{{Table373|
 +
* (Optional) The shape used for the formation of weapons.
 +
*Syntax: '''Point''', '''Circle''', or '''Sphere'''; defaults to Circle}}
 +
  
 
===+HUD Message:===
 
===+HUD Message:===
*Whether or not firing this SSM triggers a HUD message. Default is true.
+
* (Optional) Whether or not firing this SSM triggers a HUD message.
*Syntax: '''Boolean'''
+
*Syntax: '''Boolean''', defaults to true
 +
 
  
 
===+Custom Message:===
 
===+Custom Message:===
*Can be used to define a custom message to be triggered when the SSM is fired.
+
* (Optional) Can be used to define a custom message to be triggered when the SSM is fired.
 
*Syntax: '''String'''
 
*Syntax: '''String'''
 
*Note: By default, the message played is the one defined in strings.tbl index 1570, which is set to the generic "Firing Artillery"
 
*Note: By default, the message played is the one defined in strings.tbl index 1570, which is set to the generic "Firing Artillery"
 +
  
 
===+Alarm Sound:===
 
===+Alarm Sound:===
 
{{Table371|
 
{{Table371|
*Can be used to define a custom alarm sound to be played when the SSM is fired.
+
* (Optional) Can be used to define a custom alarm sound to be played when the SSM is fired.
 
*Syntax: '''Integer'''}}
 
*Syntax: '''Integer'''}}
  
 
[[Category:Tables]]
 
[[Category:Tables]]

Latest revision as of 04:39, 13 October 2020

Revision information.....

FSO Git Commit: Date:2019-04-15 SHA:4824428
Note: Please update the revision information when the page is updated. If your edit had nothing to do with new code entries then please do not edit the revision information


List of Tables and related code files
* Notes Modular Tables
** Notes tables which only use modular tables
Ai.tbl /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl /asteroid/asteroid.cpp
Autopilot.tbl /autopilot/autopilot.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl /cutscene/cutscenes.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl /iff_defs/iff_defs.cpp
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl /stats/medals.cpp
Messages.tbl /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Pixels.tbl /palman/palman.cpp
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl /stats/scoring.cpp
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl /menuui/playermenu.cpp
Traitor.tbl /missionui/missiondebrief.cpp
Tstrings.tbl* /localization/localize.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The ssm.tbl was originally meant for defining the flight behavior of subspace missiles (SSM).

This table is one of the Modular Tables and can be extended with xxx-ssm.tbm

Format

  • Table consists of independent $SSM: entries
  • Table ends with #end


Table Entries

$SSM:

  • Names the SSM strike.
FS2 Open, 3.7.4: The name itself is optional; if not present, it gets defaulted to "SSM <index>", allowing easy selection in FRED.
  • Syntax: String, name of the strike (as used by SEXPs and weapons)


+Weapon:

  • Defines the weapon used in the strike.
  • Syntax: String, name of the weapon


+Count:

  • (Optional) Defines number of the weapons fired by the strike.
  • Syntax: Integer, defaults to 1
FS2 Open, 3.7.4:

+Min Count:

  • (Optional) Can be used instead of "+Count:", and in combination with "+Max Count:", to allow for a random number of weapons to be in the strike.
  • Syntax: Integer

+Max Count:

  • (Required if "+Min Count:" is used) Specifies the maximum number of weapons that can be fired by the strike.
  • Syntax: Integer


+WarpEffect:

FS2 Open, 19.0:
  • (Optional) Defines which fireball to use for the warp effect. Can be either the fireball index or its unique ID.
  • Syntax: Integer or String, defaults to "Warp Effect" (index 1)


+WarpRadius:

  • Defines the radius of the warp effect.
  • Syntax: Float


+WarpTime:

  • (Optional) Defines the lifetime of the warp effect in seconds. Non-beam weapons fire halfway through this lifetime; beam weapons either fire at the start of the effect or at the appropriate time so that the midpoint of the beam is the same as the midpoint of the warp effect, whichever is later.
  • Syntax: Float, defaults to 4.0


+Radius:

  • Defines the radius of the formation used by the weapons in the strike.
  • Syntax: Float
FS2 Open, 3.7.4:

+Min Radius:

  • (Optional) Can be used instead of "+Radius", and in combination with "+Max Radius:", to allow for a random radius to be used by the strike.
  • Syntax: Float

+Max Radius:

  • (Required if "+Min Radius:" is used) Specifies the maximum radius of the strike formation.
  • Syntax: Float


+Offset:

  • (Optional) Defines the offset of the formation used by the weapons in the strike; generally works best with circular strikes.
  • Syntax: Float, defaults to 0
FS2 Open, 3.7.4:

+Min Offset:

  • (Optional) Can be used instead of "+Offset", and in combination with "+Max Offset:", to allow for a random offset to be used by the strike.
  • Syntax: Float

+Max Offset:

  • (Required if "+Min Offset:" is used) Specifies the maximum offset of the strike formation.
  • Syntax: Float


+Shape:

FS2 Open, 3.7.4:
  • (Optional) The shape used for the formation of weapons.
  • Syntax: Point, Circle, or Sphere; defaults to Circle


+HUD Message:

  • (Optional) Whether or not firing this SSM triggers a HUD message.
  • Syntax: Boolean, defaults to true


+Custom Message:

  • (Optional) Can be used to define a custom message to be triggered when the SSM is fired.
  • Syntax: String
  • Note: By default, the message played is the one defined in strings.tbl index 1570, which is set to the generic "Firing Artillery"


+Alarm Sound:

FS2 Open, 3.7.2:
  • (Optional) Can be used to define a custom alarm sound to be played when the SSM is fired.
  • Syntax: Integer