Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HotSnoJ on January 27, 2005, 02:16:44 am
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I'm inquirying if ship and weapon table flags are to go in some sort of order and what that order would be.
Maybe this should have gone in the SCP forum, but oh well.
Any help given would be much appreciated! :D
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It doesn't matter what order they're in, but here's the order they're defined in the code:
no_collide
player_ship
default_player_ship
repair_rearm
cargo
fighter
bomber
transport
freighter
capital
supercap
drydock
cruiser
navbuoy
sentrygun
escapepod
no type
ship copy
in tech database
in tech database multi
dont collide invisible
big damage
corvette
gas miner
awacs
knossos
no_fred
ballistic primaries
flash
surface shields
show ship
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whats flash do?
and can you list the weapon flag order too?
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Hm, not exactly what I was looking for WMCoolmon. I'm looking for the order of these kinds of flags (http://www.hard-light.net/forums/index.php/topic,17779.0.html).
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For those interested: See line 1813 in ship.cpp and line 1086 in weapon.cpp for the order of ship and weapon property tags.
Soon my friends, soon will you know my intensions.
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Those are variables, not flags. :p
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Perhaps while we're here somebody could explain why most of the time the "in tech database" flag doesn't work properly?
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Originally posted by WMCoolmon
Those are variables, not flags. :p
And I'd know what they were called if it was called the same thing all the time. :P
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It works all of the time. You just need to reset the tech database between mods. :p
In other words, either use the reset-tech-database sexp, check the Uses Custom Tech Database flag in the campaign editor, or create a new pilot.
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Are you sure reset-tech-database is in CVS?
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Yup.
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flash? *checks code*
:wtf: When was that committed?
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Oops. Go down one floor. (Double post)
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It makes the ship make a really big explosion flash! :D
At least that's what the function says:
big_explosion_flash(intensity);
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Originally posted by Goober5000
It works all of the time. You just need to reset the tech database between mods. :p
In other words, either use the reset-tech-database sexp, check the Uses Custom Tech Database flag in the campaign editor, or create a new pilot.
Umm, no.
This is the table file itself, not a campaign-related one. And a new pilot does not help. Standard beginning-of-Main-Campaign ships.tbl with flags added to the ships that didn't originally have them. In the tables folder of the data folder of my FS2 root directory. Not all of the ships flagged show. Most of them, in fact, don't show.
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Originally posted by PhReAk
flash? *checks code*
:wtf: When was that committed?
That is something Bobboau tried to implement for us. According to him it was already in the code, just not active from volition's side.
It's function should be, that when a ship with this flag explodes, a big bright explosion-flash should be emitted, just like in original WingCommander-Games.
But it didn't worked like that when I first tested, and due to the lack of time I made no further tests with it. But if someone could make it running properly, I would surely appreciate that :D
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flash? huh, sounds cool...
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Originally posted by WMCoolmon
It makes the ship make a really big explosion flash! :D
At least that's what the function says:
big_explosion_flash(intensity);
[/B]
Any screenshots of what that looks like?