Difference between revisions of "Subsystem"

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{{TableVersion|4562|4499}}
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{{TableVersion|5211|5332}}
  
 
*All subsystems ship can have must be defined in ships model file (.pof).
 
*All subsystems ship can have must be defined in ships model file (.pof).
  
{{Table36|
+
{{Table3610|
 
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}
 
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}
  
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==$Subsystem:==
 
==$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 multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.
 
*The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.
*Syntax: '''''String''''', '''''Float''''', '''''Float''''', name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).  
+
*Syntax: '''''String''''', '''''Float''''', '''''Float''''', name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).
{{Table36|
+
{{Table3610|
 
*Entries can be left empty in which case game uses default values}}
 
*Entries can be left empty in which case game uses default values}}
 
**Example: communications, 5, 0.0
 
**Example: communications, 5, 0.0
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===$Alt Subsystem Name:===
 
===$Alt Subsystem Name:===
{{Table36|
+
{{Table3610|
 
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.
 
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.
 +
*Syntax: '''''String'''''}}
 +
{{Table3611|
 +
*Option to use pipe character '|' to force line breaks into the alt subsystem name}}
 +
 +
 +
===$Alt Damage Popup Subsystem Name:====
 +
{{Table3611|
 +
*Defines the alternate name for the subsystem when it is displayed on the '''damaged systems''' popup.
 
*Syntax: '''''String'''''}}
 
*Syntax: '''''String'''''}}
  
  
 
===$Armor Type:===
 
===$Armor Type:===
{{Table36|
+
{{Table3610|
 
* '''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.
 
* '''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.
 
* Syntax: '''''String''''', as defined in [[armor.tbl]]}}
 
* Syntax: '''''String''''', as defined in [[armor.tbl]]}}
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*Defines default primary weapon for the turret
 
*Defines default primary weapon for the turret
 
*Syntax: ( '''''"String"''''' )
 
*Syntax: ( '''''"String"''''' )
**Example: ( ''"Subach HL-7"'' )  
+
**Example: ( ''"Subach HL-7"'' )
  
  
 
===$PBank Capacity:===
 
===$PBank Capacity:===
{{Table36|
+
{{Table3610|
 
*Defines ammunition capacity of turrets ballistic primary weapon.
 
*Defines ammunition capacity of turrets ballistic primary weapon.
 
*Syntax: ( '''''Integer''''' )}}
 
*Syntax: ( '''''Integer''''' )}}
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===$AliveSnd:===
 
===$AliveSnd:===
{{Table36|
+
{{Table3610|
 
*Specifies a sound to play from the subsystem while it is not destroyed.
 
*Specifies a sound to play from the subsystem while it is not destroyed.
 
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
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===$DeadSnd:===
 
===$DeadSnd:===
{{Table36|
+
{{Table3610|
 
*Specifies a sound to play from the subsystem while it is destroyed.
 
*Specifies a sound to play from the subsystem while it is destroyed.
 
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
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===$RotationSnd:===
 
===$RotationSnd:===
{{Table36|
+
{{Table3610|
 
*Does nothing for now
 
*Does nothing for now
 
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 +
 +
 +
===$Turret Base RotationSnd:===
 +
{{Table3611|
 +
*Defines the sound which is played when the turrets base rotates
 +
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 +
 +
 +
===$Turret Gun RotationSnd:===
 +
{{Table3611|
 +
*Defines the sound which is played when the turrets guns change their elevation
 +
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}
 +
 +
 +
===$Turret BaseSnd Volume:===
 +
{{Table3611|
 +
*Defines the multiplier for the sound volume for turret base rotations
 +
*Syntax: '''''Float'''''}}
 +
 +
 +
===$Turret GunSnd Volume:===
 +
{{Table3611|
 +
*Defines the multiplier for the sound volume for turret guns change their elevation
 +
*Syntax: '''''Float'''''}}
  
  
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*Sets this subsystem's effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)
 
*Sets this subsystem's effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)
 
*Syntax: '''''Float''''', the maximum range of the AWACS
 
*Syntax: '''''Float''''', the maximum range of the AWACS
 +
 +
 +
===$Maximum Barrel Elevation:===
 +
{{Table3611|
 +
*Defines the maximum barrel elevation for the turret
 +
*Basically 'inverse FOV'.
 +
*Syntax: '''''Integer''''', from 0 to 90}}
 +
 +
 +
===$Turret Base FOV:===
 +
{{Table3611|
 +
*Defines the FOV of the turret's base.
 +
*Syntax: '''''Integer''''', from 0 to 359}}
 +
 +
 +
===$Turret Reset Delay:===
 +
{{Table3611|
 +
*Defines the time after losing the target before the turret begins to reset itself
 +
*Syntax: '''''Integer''''', in milliseconds
 +
 +
 +
===$Target Priority:===
 +
{{Table3611|
 +
*Defines the target priorities, and their order for the turret}}
 +
*Syntax: '''''String list'''''
  
  
 
===$Flags:===
 
===$Flags:===
{{Table36|
+
{{Table3610|
 
*Can be used to sets additional subsystem related properties
 
*Can be used to sets additional subsystem related properties
 
*List of available flags:
 
*List of available flags:
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::**Damage caused to the subsystem will not carry over to the parent ship
 
::**Damage caused to the subsystem will not carry over to the parent ship
 
::*'''''"use multiple guns"'''''
 
::*'''''"use multiple guns"'''''
::**Enables 'salvo fire' mode for the turrets. Instead of alternating barrels the turret fires continously from all the barrels.  
+
::**Enables 'salvo fire' mode for the turrets. Instead of alternating barrels the turret fires continously from all the barrels.
 
::*'''''"fire down normals"'''''
 
::*'''''"fire down normals"'''''
 
::**Forces the turret to fire along the turret normals - regardless of the swarm setting.
 
::**Forces the turret to fire along the turret normals - regardless of the swarm setting.
 +
::*'''''"check hull"'''''
 +
::**Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}
 +
{{Table3611|
 +
::*'''''"fixed firingpoints"'''''
 +
::**Forces the firing turret to retain the firingpoints of their weapons. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)
 +
::*'''''"salvo mode"'''''
 +
::**Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points.
 +
::*'''''"no subsystem targeting"'''''
 +
::**Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.
 +
::*'''''"fire on target"'''''
 +
::**Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.
 +
::*'''''""reset when idle""'''''
 +
::**Forces the turret to reset to its initial position if it has no targets.
 
*Syntax: ( '''''"String", "String"''''' )}}
 
*Syntax: ( '''''"String", "String"''''' )}}
  
  
 
===[[Animation Code]]===
 
===[[Animation Code]]===
{{Table36|
+
{{Table3610|
 
*Option for animating the submodels}}
 
*Option for animating the submodels}}
  
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===Turret===
 
===Turret===
 
*All turrets require information 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
 
*All turrets require information 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
{{Table36|
+
{{Table3610|
 
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.
 
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.
 
*Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. '''Multiple beams are not possible'''. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}
 
*Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. '''Multiple beams are not possible'''. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}

Revision as of 11:27, 14 June 2009

Revision information.....

FSO Revision: 5211
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


  • All subsystems ship can have must be defined in ships model file (.pof).


FS2 Open 3.6.10:
  • Animation Code can be applied to the subsystems that consist of submodels, like multi-part turrets.


$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 multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.
  • Syntax: String, Float, Float, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).
FS2 Open 3.6.10:
  • Entries can be left empty in which case game uses default values
  • Example: communications, 5, 0.0


$Alt Subsystem Name:

FS2 Open 3.6.10:
  • Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.
  • Syntax: String
FS2 Open, 3.6.12:
  • Option to use pipe character '


$Alt Damage Popup Subsystem Name:=

FS2 Open, 3.6.12:
  • Defines the alternate name for the subsystem when it is displayed on the damaged systems popup.
  • Syntax: String


$Armor Type:

FS2 Open 3.6.10:
  • REQUIRES ADDITIONAL TABLE. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.
  • Syntax: String, as defined in armor.tbl


$Default PBanks:

  • Defines default primary weapon for the turret
  • Syntax: ( "String" )
    • Example: ( "Subach HL-7" )


$PBank Capacity:

FS2 Open 3.6.10:
  • Defines ammunition capacity of turrets ballistic primary weapon.
  • Syntax: ( Integer )


$Default SBanks:

  • Defines default secondary weapon for the turret
  • Syntax: ( "String" )


$SBank Capacity:

  • Defines ammunition capacity of turrets secondary weapon.
  • Syntax: ( Integer )


$Engine Wash:

  • All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.
  • Syntax: String, name as defined in Engine Wash section in ships.tbl
    • Example: Default1000


$AliveSnd:

FS2 Open 3.6.10:
  • Specifies a sound to play from the subsystem while it is not destroyed.
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$DeadSnd:

FS2 Open 3.6.10:
  • Specifies a sound to play from the subsystem while it is destroyed.
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$RotationSnd:

FS2 Open 3.6.10:
  • Does nothing for now
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$Turret Base RotationSnd:

FS2 Open, 3.6.12:
  • Defines the sound which is played when the turrets base rotates
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$Turret Gun RotationSnd:

FS2 Open, 3.6.12:
  • Defines the sound which is played when the turrets guns change their elevation
  • Syntax: Integer or String, name or identification number of the sound as defined in sounds.tbl


$Turret BaseSnd Volume:

FS2 Open, 3.6.12:
  • Defines the multiplier for the sound volume for turret base rotations
  • Syntax: Float


$Turret GunSnd Volume:

FS2 Open, 3.6.12:
  • Defines the multiplier for the sound volume for turret guns change their elevation
  • Syntax: Float


$AWACS:

  • Sets this subsystem's effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)
  • Syntax: Float, the maximum range of the AWACS


$Maximum Barrel Elevation:

FS2 Open, 3.6.12:
  • Defines the maximum barrel elevation for the turret
  • Basically 'inverse FOV'.
  • Syntax: Integer, from 0 to 90


$Turret Base FOV:

FS2 Open, 3.6.12:
  • Defines the FOV of the turret's base.
  • Syntax: Integer, from 0 to 359


$Turret Reset Delay:

{{Table3611|

  • Defines the time after losing the target before the turret begins to reset itself
  • Syntax: Integer, in milliseconds


$Target Priority:

FS2 Open, 3.6.12:
  • Defines the target priorities, and their order for the turret
  • Syntax: String list

  • $Flags:

    FS2 Open 3.6.10:
    • Can be used to sets additional subsystem related properties
    • List of available flags:
    • "untargetable"
      • Subsystem cannot be targetted
    • "carry no damage"
      • Damage caused to the subsystem will not carry over to the parent ship
    • "use multiple guns"
      • Enables 'salvo fire' mode for the turrets. Instead of alternating barrels the turret fires continously from all the barrels.
    • "fire down normals"
      • Forces the turret to fire along the turret normals - regardless of the swarm setting.
    • "check hull"
      • Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.
    FS2 Open, 3.6.12:
    • "fixed firingpoints"
      • Forces the firing turret to retain the firingpoints of their weapons. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)
    • "salvo mode"
      • Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points.
    • "no subsystem targeting"
      • Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.
    • "fire on target"
      • Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.
    • ""reset when idle""
      • Forces the turret to reset to its initial position if it has no targets.
    • Syntax: ( "String", "String" )


    Animation Code

    FS2 Open 3.6.10:
    • Option for animating the submodels


    Case Specific Entries

    Turret

    • All turrets require information 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
    FS2 Open 3.6.10:
    • Animation Code can be used with multi-part turrets.
    • Multiple defined weapons will all fire but the targetting is handled by the first weapon in the list. Multiple beams are not possible. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.

    Example

    $Subsystem: turret01, 1.0, 1.0
    $Default PBanks: ( "Terran Turret" )
    


    Engine

    Example

    $Subsystem: engine01, 5.0, 0.0
    $Engine Wash: Default1000