Author Topic: Flags  (Read 2654 times)

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Offline Noise

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I've taken a stroll through my tables files and formed a semi complete list of all flags in the game.  Some are blank because I couldn't figure out what the flags do, so if anyone could fill me in on their function and if I'm missing any, please do.  

Weapons Flags
in tech database - probably makes this available in the tech database, one would think.
player allowed - gee, let me think about this one
stream -
puncture - punches through armor to subsystem
shudder - makes the ship shudder when fired
esuck - I imagine it drains energy from the target, amount unknown
particle spew -
corkscrew - makes weapon "effect" move around while traveling
EMP - provides EMP effects, screws up the targets systems
Big Ship - I think this make only usuable by big ships, can't be mounted bomber turrets
Huge -
beam - probably designates it as a beam weapon
supercap -
Flak - probably has to do with that it explodes when the shells reach thier target.
lockarm -
Bomber+ -
Bomb - can be targeted
Spawn Whatever, # - Creates # of missile type on detonation
Remote Detonate - detonates when fire is pressed again
No Dumbfire - needs lock to fire
child -

Ship Flags
player ship -
default_player_ship - used in FRED Teamloadout
fighter - designates as fighter
bomber - designates as bomber
in tech database - appears in tech database
repair_rearm -
freighter - designates as freighter
cargo - designates as cargo
cruiser - designates as cruiser
gas miner - designates as gas miner
awacs - designates as awacs
capital - designates as capital
big damage -
corvette - designates as corvette
no_collide -
navbuoy - designates as navbuoy
drydock - designates as drydock
dont collide invisible -
knossos - designates as knossos
sentrygun - designates as sentrygun

:yes:
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Offline LtNarol

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Changes and additions in red ;)

Quote
Originally posted by Noise
Weapons Flags
in tech database - probably makes this available in the tech database, one would think.
player allowed - gee, let me think about this one
stream -
puncture - punches through armor to subsystem at reduced damage
shudder - makes the ship shudder when fired
esuck - I imagine it drains energy from the target, amount unknown
particle spew - adds a particle effect behind the actual weapon's discharge
corkscrew - makes weapon "effect" move around while traveling
EMP - provides EMP effects, screws up the targets systems
Big Ship - I think this make only usuable by big ships, can't be mounted bomber turrets
Huge - allows weapon to completely destroy ships of corvette flag or higher
beam - probably designates it as a beam weapon
supercap -
Flak - probably has to do with that it explodes when the shells reach thier target.
lockarm - weapon may be fired without lock but does significantly reduced amount of damage
Bomber+ - weapon does greater damage if target is flagged as a bomber
Bomb - can be targeted and destroyed
Spawn Whatever, # - Creates # of missile type on detonation
Remote Detonate - detonates when fire is pressed again
No Dumbfire - needs lock to fire
child - this flag is found on missiles which are spawned, their exact effect I know not

Ship Flags
player ship -
default_player_ship - used in FRED Teamloadout
fighter - designates as fighter
bomber - designates as bomber
in tech database - appears in tech database
repair_rearm - used by support ships to basically say that when this ship docks, the dockee is rearmed and subsystems are repaired
freighter - designates as freighter
cargo - designates as cargo
cruiser - designates as cruiser
gas miner - designates as gas miner
awacs - designates as awacs
capital - designates as capital
big damage -
corvette - designates as corvette
no_collide - nothing will ever collide with this object, they will instead fly through it
navbuoy - designates as navbuoy
drydock - designates as drydock
dont collide invisible - some ships have sections mapped with a texture called "invisible", things will not collide with sections textured with "invisible" if this flag is present
knossos - designates as knossos
sentrygun - designates as sentrygun

 

Offline Galemp

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Uh, I actually already covered these in my Table analysis. Look for it on Karajorma's FAQ page.
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Offline Bobboau

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I'm an SCP guy and looking at all the code involved with it I still can't under stand what the stream flag was suposed to do
"huge" and "super cap" relaites to the "big damage" flag (not corvette or anything like that) and tells the AI when to use what, Esuck has further table entries at the end.
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Offline LtNarol

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well, anything without a huge flag can't destroy anything larger than a cruiser.  Take the kayser for example, you can unload into a corvette for days and not get past 10%.

 

Offline Bobboau

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becase the corvettes all have the "big damage" flag
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Offline phreak

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stream weapons fire independently when linked with the other primary
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Offline CP5670

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The stream flag seems to affect the weapon firing sound but only when the weapon is being fired by the player; with the flag enabled, the sounds between consecutive shots tend to blend into each other a bit better.

I think the damage for esuck is specified by the $Leech Weapon and $Leech Afterburner settings. Not sure what the point of the flag is in that case, though; maybe the game otherwise ignores those two values.

Also, it is worth noting that the particle spew flag always uses the same particles (the flak bolts). How about having the ability to change this in some future fs2_open?

[edit] sorry didn't see the last post. Don't all of the weapons do that though?

 

Offline phreak

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the source code has stream weapons react to the "trigger being held down"

it confuses the hell outta me but thats my interpretation
« Last Edit: April 21, 2003, 09:03:34 pm by 31 »
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Offline Bobboau

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"Also, it is worth noting that the particle spew flag always uses the same particles (the flak bolts). How about having the ability to change this in some future fs2_open?"

been done for quite a while now

all the flag seems to do is require the fire primay function to be called twice
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Offline LtNarol

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Quote
Originally posted by Bobboau
becase the corvettes all have the "big damage" flag
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Offline CP5670

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Quote
been done for quite a while now


cool, didn't know that. how can I use it for my stuff?

 

Offline TrashMan

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What parameters do the corkscrew and particle spew flags have, and what do theese parameters do?
From which version of FS2 Open are they fully implemented?
(I have 3.5)
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Offline FreeTerran

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You need that:

$Corkscrew:
+Num Fired:
+Radius:
+Fire Delay:
+Counter Rotate:
+Twist:

and the flag "Corkscrew"

but i don't no what they do.
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Offline diamondgeezer

Do not read this post :nervous:
« Last Edit: April 23, 2003, 03:45:58 am by 170 »

 

Offline Bobboau

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$Pspew:
+Count:     1
+Time:       25
+Vel:         0.4
+Radius:   2.0
+Life:        0.15
+Scale:     0.8
+Bitmap:  whatever
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DEUTERONOMY 22:11
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Offline FreeTerran

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Not $Corkscrew: but $Pspew: that ?
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Offline LAW ENFORCER

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Offline IceFire

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Quote
Originally posted by Free Terran
Not $Corkscrew: but $Pspew: that ?

Like on the Lamprey cannon...with the particles that spew off the back of it.  Or flak guns...they use that effect too.  The source code modification allows for it to be custom defined.

I haven't played with it...but I intend to.
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Offline TrashMan

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