Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on August 04, 2004, 05:59:45 pm
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well as of yet i havent been able to get modular tables to work im curious to know what im doing wrong. i want to convert my stuff over from my existing tables that ive been using sence before the scp (and the original freespace stuff in said tables has been raped to hell). i want to create modular tables so that i can keep my tables limited to stuff i created for better organization, and to be able to utilize the scp upgraded tables. the thing is i also want to use them from a mod dir, but im not sure if you could put modular tables into a mod dir. for total conversions using standard tables would be ideal but for mods based off of the freespace data modular tables would be far better. any suggestion or examlpes of working modular tables would be apriceated.
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bump!
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Put the section header (#ships classes or whatever) and make sure you put #end at the end. Make sure it is named -shp.tbm -wep.tbm or whatever else is supported. Make sure it is in Freespace/data/tables (won't work anymore else I'm told).
I've gotten ships to work perfectly (they appear at the end of the list in FRED if they are new) but weapons are a no go for me (the weapons appear at the end of the list regardless, which means player weapons are in a non-player section in FRED)
EDIT: A little pirate station based off of one of Aldo's models. You can probably just replace the model with install01.pof if you'd like to test it out in-game (tell me if it happens not to work for you)
#Ship Classes
$Name: PTI Baranec
$Short name: PStation
$Species: Terran
+Tech Description:
XSTR("Pirate station...", 3058)
$end_multi_text
$POF file: pstation01.pof
$Detail distance: (0, 3000, 8000, 10000)
$ND: 251 248 167
$ND: 255 253 196
$ND: 239 234 134
$ND: 216 212 122
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 2.0
$Max Velocity: 0.0, 0.0, 0.0
$Rotation time: 0.0, 0.0, 0.0
$Rear Velocity: 0.0
$Forward accel: 0.0
$Forward decel: 0.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 150.0
$Expl outer rad: 750.0
$Expl damage: 200.0
$Expl blast: 12500.0
$Expl Propagates: YES
$Shockwave Speed: 400.0
$Shockwave Count: 3
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 100.0
$Max Oclk Speed: 20.0
$Max Weapon Eng: 100.0
$Hitpoints: 80000
$Flags: ( "capital" "big damage" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128
$Closeup_pos: 0.0, 0.0, -1400
$Closeup_zoom: 0.5
$Score: 200
$Subsystem: turret01,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret02,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret03,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret04,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret05,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret06,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret07,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret08,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret09,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: turret10,0.833,1.0
$Default PBanks: ( "Maxim" )
$Subsystem: awacsa,1,1.0
$Subsystem: sensorsa,1,0.0
$Subsystem: cargo1a,0.5,0.0
$Subsystem: cargo2a,0.5,0.0
$Subsystem: cargo3a,0.5,0.0
$Subsystem: strut1a,0.25,0.0
$Subsystem: strut2a,0.25,0.0
$Subsystem: strut3a,0.25,0.0
$Subsystem: strut4a,0.25,0.0
$Subsystem: strut5a,0.25,0.0
$Subsystem: strut6a,0.25,0.0
$Subsystem: engine, 5, 0.0
$Engine Wash: Default500
$Subsystem: communications, 5, 0.0
$Subsystem: sensors, 5, 0.0
$Subsystem: navigation, 5, 0.0
$Subsystem: weapons, 5, 0.0
$Subsystem: fighterbay, 5, 0.0
#End
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Originally posted by Solatar
I've gotten ships to work perfectly (they appear at the end of the list in FRED if they are new) but weapons are a no go for me (the weapons appear at the end of the list regardless, which means player weapons are in a non-player section in FRED)
Yeah. I've noticed that too (Even with the Kazan & Taylor build which should be the most recent).
However if you write the mission using standard tables and then make your weapons into TBM files they work fine in FS2_Open.
I guess that means it's a FRED problem rather than a problem with -wep.tbm files in general.
As for them only working from Freespace2\Data\Tables that's not true. They work perfectly well from modir\Data\Tables too as far as I could see. I haven't tried putting them in a vp file yet though so maybe that was what the warning refered to.
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Originally posted by karajorma
As for them only working from Freespace2\Data\Tables that's not true. They work perfectly well from modir\Data\Tables too as far as I could see. I haven't tried putting them in a vp file yet though so maybe that was what the warning refered to.
Thanks for setting me straight.:D
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i was under the impression that sections were optional. il play around with it abit to see if i can get it working.
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ok everything works fine now
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Weapons too? If so, how? I know how to get them to appear in missions but do they appear in FRED?
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On a side note, is it possible to specify only some attributes of a ship or weapon to be replaced in a tbm? or do you need to replace all of the properties (by including the whole entry)?
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The original post by WMCoolmon says you can replace bits without having to replace everything. I've not been brave or foolhardy enough to try though :)
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i take it you just have to use the entry name, and whatever tags you want to overwrite. im gonna try it some time today.
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i dont think it can, not withourt replacing all the tags in an entry anyway. also it makes fred do wierd things, it almost ate one of my missions and im getting capships to appear in the ship selection screen.