Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HotSnoJ on January 30, 2003, 07:05:04 am
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Me again. Hope I'm bothering you.
Does anyone know of a doc that tells you what certain flags do in the ships.tbl?
If not what does "ship copy" mean?
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Are you talking about the freighter version of the centaur in FS1? This is the only occurrence of ships copy I know of, I think it works the same as "no Fred".
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The captured shivan dragon in FS1 was also a "ship copy". :)
I don't think it really serves a purpose. It's just something put in there to indicate it was a copy of a ship but I don't believe it's required.
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I think the ship copy is for copying tbl stats of one ship to the current. I also think ths SJD Sathanas was a ship copy. :nod:
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In fs1 the Galatea and Bastion were copies.
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Maybe it's for saving memory - telling the game it can share the data between the 2 ships, like sharing maps or geometry. Or quicker loading or something.....
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Originally posted by HotSnoJ
Me again. Hope I'm bothering you.
:wtf: :lol:
900: #define SIF_DO_COLLISION_CHECK (1 << 0)
901: #define SIF_PLAYER_SHIP (1 << 1)
902: #define SIF_DEFAULT_PLAYER_SHIP (1 << 2)
903: #define SIF_PATH_FIXUP (1 << 3) // when set, path verts have been set for this ship's model
904: #define SIF_SUPPORT (1 << 4) // this ship can perform repair/rearm functions
905: #define SIF_AFTERBURNER (1 << 5) // this ship has afterburners
2.17 Goober50 906: #define SIF_BALLISTIC_PRIMARIES (1 << 6) // this ship can equip ballistic primaries - Goober5000
1.1 penguin 907:
908: // If you add a new ship type, then please add the appriopriate type in the ship_count
909: // structure later in this file!!! and let MWA know!!
2.8 Goober50 910: #define SIF_CARGO (1 << 7) // is this ship a cargo type ship -- used for docking purposes
911: #define SIF_FIGHTER (1 << 8) // this ship is a fighter
912: #define SIF_BOMBER (1 << 9) // this ship is a bomber
913: #define SIF_CRUISER (1 << 10) // this ship is a cruiser
914: #define SIF_FREIGHTER (1 << 11) // this ship is a freighter
915: #define SIF_CAPITAL (1 << 12) // this ship is a capital/installation ship
916: #define SIF_TRANSPORT (1 << 13) // this ship is a transport
917: #define SIF_NAVBUOY (1 << 14) // AL 11-24-97: this is a navbuoy
918: #define SIF_SENTRYGUN (1 << 15) // AL 11-24-97: this is a navbuoy with turrets
919: #define SIF_ESCAPEPOD (1 << 16) // AL 12-09-97: escape pods that fire from big ships
920: #define SIF_NO_SHIP_TYPE (1 << 17) // made distinct to help trap errors
921:
922: #define SIF_SHIP_COPY (1 << 18) // this ship is a copy of another ship in the table -- meaningful for scoring and possible other things
923: #define SIF_IN_TECH_DATABASE (1 << 19) // is ship type to be listed in the tech database?
924: #define SIF_IN_TECH_DATABASE_M (1 << 20) // is ship type to be listed in the tech database for multiplayer?
925:
2.26 Goober50 926: #define SIF_SHIP_CLASS_STEALTH (1 << 21) // the ship is a stealth ship
2.8 Goober50 927: #define SIF_SUPERCAP (1 << 22) // the ship is a supercap
928: #define SIF_DRYDOCK (1 << 23) // the ship is a drydock
2.26 Goober50 929: #define SIF_SHIP_CLASS_DONT_COLLIDE_INVIS (1 << 24) // Don't collide with this ship's invisible polygons
2.8 Goober50 930:
931: #define SIF_BIG_DAMAGE (1 << 25) // this ship is classified as a big damage ship
932: #define SIF_HAS_AWACS (1 << 26) // ship has an awacs subsystem
933:
934: #define SIF_CORVETTE (1 << 27) // corvette class (currently this only means anything for briefing icons)
935: #define SIF_GAS_MINER (1 << 28) // also just for briefing icons
936: #define SIF_AWACS (1 << 29) // ditto
1.1 penguin 937:
2.8 Goober50 938: #define SIF_KNOSSOS_DEVICE (1 << 30) // this is the knossos device
939:
940: #define SIF_NO_FRED (1 << 31) // not available in fred
1.1 penguin 941:
2.15 Goober50 942: // flags2 -- added by Goober5000
2.26 Goober50 943: //#define SIF2_ [whatever] (1 << 0)
944: //etc.
2.18 Goober50 945:
1.1 penguin 946: #define MAX_SHIP_FLAGS 8 // Number of flags for flags field in ship_info struct
947: #define SIF_DEFAULT_VALUE (SIF_DO_COLLISION_CHECK)
2.15 Goober50 948: #define SIF2_DEFAULT_VALUE 0
2.18 Goober50 949:
1.1 penguin 950: #define SIF_ALL_SHIP_TYPES (SIF_CARGO | SIF_FIGHTER | SIF_BOMBER | SIF_CRUISER | SIF_FREIGHTER | SIF_CAPITAL | SIF_TRANSPORT | SIF_SUPPORT | SIF_NO_SHIP_TYPE | SIF_NAVBUOY | SIF_SENTRYGUN | SIF_ESCAPEPOD | SIF_SUPERCAP | SIF_CORVETTE | SIF_GAS_MINER | SIF_AWACS | SIF_KNOSSOS_DEVICE)
951: #define SIF_SMALL_SHIP (SIF_FIGHTER | SIF_BOMBER | SIF_SUPPORT | SIF_ESCAPEPOD )
952: #define SIF_BIG_SHIP (SIF_CRUISER | SIF_FREIGHTER | SIF_TRANSPORT | SIF_CORVETTE | SIF_GAS_MINER | SIF_AWACS)
953: #define SIF_HUGE_SHIP (SIF_CAPITAL | SIF_SUPERCAP | SIF_DRYDOCK | SIF_KNOSSOS_DEVICE)
954: #define SIF_NOT_FLYABLE (SIF_CARGO | SIF_NAVBUOY | SIF_SENTRYGUN) // AL 11-24-97: this useful to know for targeting reasons
955: #define SIF_HARMLESS (SIF_CARGO | SIF_NAVBUOY | SIF_ESCAPEPOD) // AL 12-3-97: ships that are not a threat
956: // for ships of this type, we make beam weapons miss a little bit otherwise they'd be way too powerful
957: #define SIF_BEAM_JITTER (SIF_CARGO | SIF_FIGHTER | SIF_BOMBER | SIF_FREIGHTER | SIF_TRANSPORT | SIF_SENTRYGUN | SIF_NAVBUOY | SIF_ESCAPEPOD)
I think it's mostly self-explanatory. The comment about the ship copy flag being used for scoring probably means that when you kill a "GTD Orion#2 (Bastion)", the kill count and kill score is added to the "GTD Orion" entry.
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HUZZA for coders!
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Guess I don't need it then.
Hope I'm bothering you.
I meant "Hope I'm not bothering you.
I think I need to start proof reading what I post.
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No, leave it as it is. Sounds much better, amkes you seem really awkward, I like that, reminds me of me.