Damn!!
New feature rush with my sugar rush.
weapons.tbl[/u]
$Shockwave Damage Type: after "$Shockwave damage:" (see the
weapons.tbl wiki) sets the damage type of the shockwave.
$Free flight time: right before "$LaunchSnd:" should adjust the free flight time of homing secondary weapons.
ships.tbl$Shockwave Damage Type: before" $Shockwave speed:"
For subsystems:
$Armor Type: after the initial "$Subsystem:" will set the armor type for that subsystem. Since you can hit multiple subsystems with one hit (damage is based on radius from subsys center), each subsystem will use its own individual armor type. However, if the subsystem that the impact is closest to has an armor type, it will override the ship's hull armor type. If the closest subsystem has no armor type, then the usual hull armor type will be used for any damage applied to the hull.
+carry-no-damage: after "+non-targetable" (See
ships.tbl wiki) will specify that damage to the subsystem will not carry over to the ship's hull.
All untested, but I've identified the coding areas that had to be changed, which was most of the work. Needless to say, this should do things like make armor.tbl useful, and let you use subsystems as shields for the hull.
Also, the countermeasures are probably messed, if you have any helpful input on what's wrong with them, I could use it. None of this stuff is going in CVS til that's fixed.
Build:
http://fs2source.warpcore.org/exes/latest/fs2_open_Csx.zipEdit: Build was down while I made subsystem behavior better. Still no testing though.
