Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Black Wolf on November 14, 2004, 10:35:15 am

Title: Quick tbm question.
Post by: Black Wolf on November 14, 2004, 10:35:15 am
I seem to recall that weapons be added with tbm files? If so, is the system you're using capable of placing them in the right section, eg, beam weapons in the beam setion, missiles in the secondary section?
Title: Quick tbm question.
Post by: Bobboau on November 14, 2004, 03:51:35 pm
what?!
Title: Re: Quick tbm question.
Post by: karajorma on November 14, 2004, 04:12:14 pm
Quote
Originally posted by Black Wolf
I seem to recall that weapons be added with tbm files? If so, is the system you're using capable of placing them in the right section, eg, beam weapons in the beam setion, missiles in the secondary section?


I seem to remember that there were problems with secondary weapons in the earlier versions. I remember WMCoolmon being rather upset it took people a couple of weeks to notice (meaning that no one was using the code).

Whether this was ever fixed I don't know. You could always add a tbm file by ripping a weapon out of your standard table and giving it a try.

NB - In the earlier version TBM files only work from freespace2\data. Anything in moddir\Data was ignored. Again I have no idea if this was ever fixed.
Title: Quick tbm question.
Post by: TopAce on November 15, 2004, 11:07:06 am
I have never used TBM files before. Enlighten me:
So it is the abbreviation of Modular Tables?
What does such file consists of and how should it be named?
I mean, if I make a test01.tbm file with this content and place it in the Data folder, what will happen?
Code: [Select]

$Name: GTGs Antwerpen
$Short name: TGunship
$Species: Terran
+Tech Description:
XSTR("Secondary!", 3046)
$end_multi_text
$POF file: antwerpen.pof
$Detail distance: (0, 150, 1000, 1500)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 0.2
$Max Velocity: 0.0, 0.0, 24.0
$Rotation time: 20.0, 20.0, 20.0
$Rear Velocity: 0.0
$Forward accel: 8.0
$Forward decel: 8.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 400.0
$Expl outer rad: 750.0
$Expl damage: 300.0
$Expl blast: 1800.0
$Expl Propagates: YES
$Shockwave Speed: 0.0
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 4.0
$Max Oclk Speed: 29.0
$Max Weapon Eng: 750.0
$Hitpoints: 33000
$Flags: ("cruiser" "in tech database")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2762
$EngineSnd: 191
$Closeup_pos: 0.0, 0.0, -480
$Closeup_zoom: 0.5
$Score: 850
$Subsystem: turret01, 3, 5.0
$Default PBanks: ( "SGreen" )
$Subsystem: turret02, 3, 5.0
$Default PBanks: ( "Terran Ion Turret" )
$Subsystem: turret03, 3, 5.0
$Default PBanks: ( "Terran Ion Turret" )
$Subsystem: turret04, 3, 5.0
$Default PBanks: ( "MGreen" )
$Subsystem: turret05, 3, 5.0
$Default PBanks: ( "MGreen" )
$Subsystem: turret06, 2, 5.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret07, 2, 5.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret08, 2, 5.0
$Default PBanks: ( "Standard Flak" )
$Subsystem: turret09, 3, 5.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret10, 3, 5.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret11, 3, 5.0
$Default PBanks: ( "Terran Huge Turret" )
$Subsystem: turret12, 3, 5.0
$Default PBanks: ( "Terran Huge Turret" )
$Subsystem: turret13, 3, 5.0
$Default PBanks: ( "Terran Huge Turret" )
$Subsystem: turret14, 3, 5.0
$Default PBanks: ( "Terran Huge Turret" )
$Subsystem: turret15, 3, 5.0
$Default SBanks: ( "Fusion Mortar" )
$Subsystem: turret16, 3, 5.0
$Default SBanks: ( "Fusion Mortar" )
$Subsystem: turret17, 3, 5.0
$Default SBanks: ( "Fusion Mortar" )
$Subsystem: communication, 5, 0.0
$Subsystem: sensors, 4, 0
$Subsystem: engine, 14, 0.0
$Engine Wash: Default100
$Subsystem: navigation,    4, 0.0
$Subsystem: weapons,   12 0.0
$Subsystem: generator,   12, 0.0


I tried to make TBM files work, but realizing no post-3.6 builds worked for me, I stopped trying.
Title: Quick tbm question.
Post by: karajorma on November 15, 2004, 11:31:03 am
That file wouldn't work. A ships.tbm file should begin with

#Ship Classes

and end with

#End

Apart from that it would work fine AFAIK.
Title: Quick tbm question.
Post by: Moonsword on November 15, 2004, 11:49:08 am
Black Wolf, trust me, the problem with .tbm's in mod dirs has been fixed.  FRED won't read the table in TBL Info, but otherwsie, it's fine.
Title: Quick tbm question.
Post by: TopAce on November 15, 2004, 02:13:50 pm
Quote
Originally posted by karajorma
That file wouldn't work. A ships.tbm file should begin with

#Ship Classes

and end with

#End

Apart from that it would work fine AFAIK.


Does the name of the file make difference?
Title: Quick tbm question.
Post by: karajorma on November 15, 2004, 02:52:40 pm
Now that you mention it, yes. Ships TBM files MUST end in -shp.tbm and weapons ones in -wep.tbm (I'm not 100% certain the hyphens are needed but the rest is).
Title: Quick tbm question.
Post by: Moonsword on November 15, 2004, 02:58:11 pm
I'm pretty sure that the hyphens are necessary, too, actually.
Title: Quick tbm question.
Post by: Taristin on November 15, 2004, 04:42:58 pm
yes. It can be anything-shp.tbm  And it must have #Ship Classes and #End or else it won't work.
I've used modular ships tables, but since I don't mod the weapons, I don't know how the weapons code works...
Title: Quick tbm question.
Post by: Nuke on November 15, 2004, 08:00:51 pm
the biggest problem with tbm files is that you really cant design missions using them. me and axem have been having alot of problems with them. work on missions for my mod with tbm files has had some rather  unpredictable results. it looks like its getting released with conventional tbl files at this point, which are by far more stable.