Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kestrellius on September 20, 2017, 06:50:49 am
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I MADE A WEAPON GUYS
I DID THE THING
i think i understand how tbms work now
mostly
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Modding fs2 is ez
Good work now replace the prom r.
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How about sharks with friggin laser beams on their heads.
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I regret nothing.
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I regret nothing.
i was thinking more along these
https://www.youtube.com/watch?v=06MS_h8Qmdo&t=6m57s (https://www.youtube.com/watch?v=06MS_h8Qmdo&t=6m57s)
lines, but yeah
I'm having an issue, actually. I've gotten both particle spew and muzzle flash to work, but FSO has a fit if I try to use trail, or cycle. I'm using what I think is the right format -- "$Trail:" and then the parameters below it, with + signs -- but it gives me errors no matter what, even though I'm using the exact same format I'm using for the other flags, and those work. I mean, it says "needs either [#end] or [$name:], and that's precisely the format I'm using, so... Are they somehow different? Is there a specific place I need to put them, rather than just after the basic flags and before #end?
There seems to be a thing where the flags defined on the weapons.tbl page have different names? Like it's listed as "particle spew", but the actual flag is "pspew". It's listed twice -- once under Core Table and once under Flags. But Trail and Cycle are only listed once...
Aha! I've got Trail working. I think it needed a specific spot. Now to figure out Cycle and Player-Allowed...
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I'm having an issue, actually. I've gotten both particle spew and muzzle flash to work, but FSO has a fit if I try to use trail, or cycle. I'm using what I think is the right format -- "$Trail:" and then the parameters below it, with + signs -- but it gives me errors no matter what, even though I'm using the exact same format I'm using for the other flags, and those work. I mean, it says "needs either [#end] or [$name:], and that's precisely the format I'm using, so... Are they somehow different? Is there a specific place I need to put them, rather than just after the basic flags and before #end?
All parameters must be in the exact order listed in the wiki; when the parser says it needs "either [#end] or [$name:]" it's not saying it needs text between a "$" and a ":", it's saying it needs the exact string "$name:", meaning the start of a new weapon entry (the reason you get this specific error rather than "you put a line in the wrong place" has to do with the way table files are parsed and the fact that every single parameter for a weapon entry is optional, to facilitate modular tables; basically, it keeps comparing the line it's on to possible parameters for a weapon and not finding a match, so it decides the weapon entry must be over).
There seems to be a thing where the flags defined on the weapons.tbl page have different names? Like it's listed as "particle spew", but the actual flag is "pspew".
The flag is "particle spew"; "$Pspew:" is the parameter used to define what the spew is.
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I still don't think I understand the difference. Is the flag name supposed to appear in the code of the table? Because I just have "pspew" and not "particle spew" listed, and it still works...And muzzleflash has a parameter entry, but no apparent flag name...
On the other hand, cycle has a flag name but no parameter entry. Which makes sense, since cycle is just a binary thing so you don't need anything more specific than whether the flag is present, but it means I'm not sure what the proper syntax is, because the listed flag names don't seem to be verbatim what you put in the file. I'm putting cycle after pspew, which is the order it's listed on the wiki, but it still doesn't work. Aargh.
Basically there are two different lists, and I don't understand how they relate to one another. What's the difference between the core table and the flags, and why are some things listed in both but with different names?
EDIT: ohhhhh
okay I think I get something
You put the flags next to the $Flags: entry, in the same line? Is that how this works? And then the reason there's is because if you have a flag listed that requires parameters, you put the corresponding parameter entry in its own line? But then why does pspew work without particle spray being defined in the flags?
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I still don't think I understand the difference. Is the flag name supposed to appear in the code of the table? Because I just have "pspew" and not "particle spew" listed, and it still works...And muzzleflash has a parameter entry, but no apparent flag name...
The correct syntax for the flags field is
$Flags: ( "player allowed" "stream" "ciws" "particle spew" )
You put the flags next to the $Flags: entry, in the same line? Is that how this works? And then the reason there's is because if you have a flag listed that requires parameters, you put the corresponding parameter entry in its own line? But then why does pspew work without particle spray being defined in the flags?
The engine applies the "particle spew" flag automatically if a $Pspew entry is found. This behaviour is necessary for retail compatibility (the ability to define a particle spewer was something added by FSO; FS2 retail only added a default spewer which can be seen on the Lamprey, Standard Flak, Heavy Flak and Long Range Flak weapons).
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Ah, I see. Thanks.
I'm not asking too many questions, am I? I try to use the wiki when I can, but it's not always terribly clear.
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There is no such thing as asking too many questions when it comes to using the engine or its documentation.
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There is no such thing as asking too many questions when it comes to using the engine or its documentation.
Good, good.
also I made my negative-mass tractor gun and it's awesome
Other thing: I seem to be missing something about impact effects. I can define a .dds or .ani file, or even an .eff file, in the impact effect line, but it doesn't appear to do anything...Is there some table somewhere I should be referring to for numbered effects, like with sounds?
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grabbing Shivans and hurling them over your shoulder
it's SO MUCH FUN
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aaaaaagh
why is this happening
okay so
I'm trying to do that thing I was talking about in that one thread -- using an invisible beam and armor types to create a piercing flame effect at all times on a ship. I have an armor type called "SunArmor" that applies piercing effects for the normalweapon damage type at 100. This armor type is applied to my test ship using a SEXP. The invisible, damageless, no-whack beam is fired using another SEXP, with an interval time of 0 and a maxed-out repeat count. The beam is obviously firing because there are shield and impact effects going off, but the actual piercing impact just refuses to show up. I have the piercing effect section all laid out in the beam table. Agh.
And the weird thing is, it was working before at one point, and I have no idea what changed...