Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on July 11, 2003, 01:00:39 pm
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we need a reference document to list all the different flags tags and the like, what they do, and where they should be used, as well as compatibility between tags. kind of a modders quick reference guide to go along with the readme. it would need to cover all of freespace's features, pre existing and added in the scp.
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How is this different from the readme?
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its different because it documents all tags and not just new ones. it would also document what causes crashes, tips and tricks used by modders, any not too well known features and stuff volition implemented but didnt use.
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ahh
wanna write it?
:)
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These are the flags used in the weapons.tbl. I'm trying to find my list of ship.tbl flags...
"in tech database" ;Has the weapon in the tech database at the start of the campaign
"player allowed" ;Allows this weapon as a player weapon
"stream" ;Streams the sound effect for rapidfire weapons.
"puncture" ;Reduces hull damage and increases subsystem damage. Obsolete.
"shudder" ;Makes your ship shudder while you're firing it. Directly proportional to the mass of the weapon.
"esuck" ;Drains the target's energy banks
"particle spew" ;Makes the weapon projectile spew out particles
"beam" ;Makes this weapon a beam cannon
"Big Ship" ;These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.
"Huge" ;Allows this weapon to do the final 10% damage to a ship with the "Big Damage" flag. Also will not target fighters or bombers.
"Flak" ;Makes this weapon a flak gun
"Corkscrew" ;Makes this weapon spiral AND swarm 4.
"Lockarm" ;Requires a target lock in order to arm its warhead
"Bomber+" ;The AI will prefer to use this weapon against bombers.
"Spawn Cluster Baby,15" ;Will spawn the specified number of missiles upon detonation.
"Remote Detonate" ;Can be triggered remotely via a second press on the trigger
"Bomb" ;Makes this weapon targetable with the B key, and the AI prefers to use it against large ships
"No Dumbfire" ;Missile will not fire without a lock
"EMP" ;This weapon will have an EMP effect on any ship within the blast radius
"Electronics" ;Will seize up the weapons and engines systems of any ship of cruiser class or below for a short period of time
"child" ;Cannot be set as a weapon on any ship, but is instead a child of a cluster weapon like the Piranha or Infyrno
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you forgot "supercap" as a weapon flag. it will allow the weapon to do the final 75% damage to ships with the "supercap" flag
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*is confused about final 10% and final 75%*
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Weapons without the Huge tage can't damage a capship after it is down to 10%
Weapons without the Supercap flag can't damage a juggernaut after it has taken 25% damage.
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so, like it is imposible to kill an orion with only rockeyes?
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yep, even if you fire them at 4x speed for all eternity.
something that has to change, IMHO
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Indeed - it's a bit silly pounding an Orion down to 10% damage with something, and then cause no more damage!
Whatever happened to the dynamic damage system somebody suggested?
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Originally posted by kasperl
yep, even if you fire them at 4x speed for all eternity.
something that has to change, IMHO
Bah. If you don't like it just add the Huge weapons tage to everything :D
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Originally posted by GalacticEmperor
"puncture" ;Reduces hull damage and increases subsystem damage. Obsolete.
[/B]
It's not obsolete, though... if you're making a disruptor weapon, you're going to need it. :nod:
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Originally posted by karajorma
Bah. If you don't like it just add the Huge weapons tage to everything :D
It's no fun if the AI doesn't shoot at you.
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Originally posted by Goober5000
It's not obsolete, though... if you're making a disruptor weapon, you're going to need it. :nod:
Oh yeah? Why can't you just decrease the hull damage multiplier and increase the subsystem damage multiplier?
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its so the ai knows to use it when needed