Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on March 06, 2003, 04:01:49 pm

Title: Something i stumbled on with the Weapons.tbl
Post by: Kazan on March 06, 2003, 04:01:49 pm
The following weapon works in both FS2 Open and the base executeable - as a fighter beam in FS2O and a old "stream beam" in FS2 (note: the stream beam parameters need tweaking"

Code: [Select]

$Name: Neutron Gun
+Title:                         XSTR("Neutron Gun", -1)
+Description:
XSTR(
"Fires a stream of neutrons.
Level 3 Hull Damage ", -1)
$end_multi_text
+Tech Title:                    XSTR("Neutron Gun", -1)
+Tech Anim:                     Tech_Subach_HL-7
+Tech Description:
XSTR(
"Minbari Neutron guns cause molecular decay on the targets hull plating. Using powerful gravimetrics to control the

confinement of the beam, Minbari craft use this to great advantage and are able to bring significant firepower on their

target.", -1)
$end_multi_text
$Model File:                  none
@Laser Bitmap:                minbaring
@Laser Glow:                  minbaringg
@Laser Color:                 170, 250, 0
@Laser Color2:                170, 250, 0
@Laser Length:                375.0  ;70.0
@Laser Head Radius:           1.00
@Laser Tail Radius:           1.00
$Mass:                        0.01
$Velocity:                    3000
$Fire Wait:                   0.15 ; 0.20
$Damage:                      49 ; 56
$Armor Factor:                1.0
$Shield Factor:               0.7
$Subsystem Factor:            0.8
$Lifetime:                    0.7
$Energy Consumed:             0.45
$Cargo Size:                  0.0
$Homing:                      NO
$LaunchSnd:                   84
$ImpactSnd:                   85
+Weapon Range:                1600
$Flags: ( "in tech database" "beam" "player allowed" "stream" )
$Icon: iconKayser
$Anim: Kayser
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       5.0
$BeamInfo:
+Type: 3
+Life: 0.9
+Warmup: 1500
+Warmdown: 1000
+Radius: 2.5
+PCount: 0
+PRadius: 0
+PAngle: 0.0
+PAni: particleexp01
+Miss Factor: 0.8 0.9 1.0 1.2 1.6
+BeamSound: 84
+WarmupSound: 84
+WarmdownSound: 84
      +Muzzleglow:            minbari_bg3
      +Shots:                 1
      +ShrinkFactor:          1.2
      +ShrinkPct:             0.0
      $Section:
            +Width:           1.2
            +Texture:         minbari_b2
            +RGBA Inner:      170 250 0 255
            +RGBA Outer:      20 60 0 255
            +Flicker:         0.0
            +Zadd:            2.0
      $Section:
            +Width:           0.6
            +Texture:         minbari_b1
            +RGBA Inner:      170 250 0 255
            +RGBA Outer:      20 60 0 255
            +Flicker:         0.3
            +Zadd:            1.0
      $Section:
            +Width:           0.4
            +Texture:         generic_b1
            +RGBA Inner:      250 250 250 255
            +RGBA Outer:      20 20 20 255
            +Flicker:         0.0
            +Zadd:            0.0
Title: Something i stumbled on with the Weapons.tbl
Post by: TopAce on March 07, 2003, 12:11:51 pm
What does that ";" mean in the damage field?
So : Damage is not ONE fix value.
Title: Something i stumbled on with the Weapons.tbl
Post by: Galemp on March 07, 2003, 12:21:11 pm
No, it means it's 49. Whoever coded that entry decided to comment 56. Anything after the semicolon doesn't get processed.
Title: Something i stumbled on with the Weapons.tbl
Post by: IceFire on March 07, 2003, 01:37:49 pm
I COMMONLY comment out values as I try and find the best value for the weapon.  I comment it because if I want to go back to the previous value, its still there :)