Subsystem

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Revision as of 18:13, 20 December 2006 by Wanderer (talk | contribs) (forget the syntax line....)
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  • All subsystems ship can have must be defined in ships model file (.pof).
  • 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: Subsystem name , Value, (% of ships hitpoints) Value, (seconds per 360 degree turn) subsystem name must be the same as described in model file (.pof). If you want to skip setting a field, leave the comma but don't enter the value
    • Example: communications, 5, 0.0
    • Default: Skipped fields default to zero.

$Armor Type:

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

$Default PBanks:

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

$PBank Capacity:

  • Defines ammunition capacity of turrets ballistic primary weapon.
  • Implemented before FS_Open 3.6.5
  • Syntax: ( Value )
    • Example: ( 1 )

$Default SBanks:

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

$SBank Capacity:

  • Defines ammunition capacity of turrets secondary weapon.
  • Syntax: ( Value )
    • Example: ( 100 )

$Engine Wash:

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

$AliveSnd:

  • Specifies a sound to play from the subsystem while it is not destroyed.
  • Syntax: Sound, where sound is the index or name of a sound in sounds.tbl

$DeadSnd:

  • Specifies a sound to play from the subsystem while it is destroyed.
  • Syntax: Sound, where sound is the index or name of a sound in sounds.tbl

$RotationSnd:

  • Does nothing for now
  • Syntax: Sound, where sound is the index or name of a sound in sounds.tbl

$AWACS:

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

$Flags:

  • 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.
  • Syntax: ( "Flag", "Flag" )

Animation Code

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
  • 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 of a turret entry
  $Subsystem: turret01, 1.0, 1.0
  $Default PBanks: ( "Terran Turret" )

Engine

  • Example of a engine entry:
  $Subsystem: engine01, 5.0, 0.0
  $Engine Wash: Default1000