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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: EAD_Agamemnon on October 13, 2005, 07:27:33 pm

Title: HELP! FS2 .tbl problems
Post by: EAD_Agamemnon on October 13, 2005, 07:27:33 pm
I figured it out once before, but somewhere along the line, I forgot how I fixed the problem.

After watching BABYLON 5, I've decided to make the big ships in FS2 use all laser cannons. I modified the weapons.tbl to make the big ship turrets fire faster and faster reload rates. I save the modified tbl into the TABLES folder. I load the 1st mission in the fs2 campaign (this mission I've always used to test out my weapons modifications), I activate the weapons change cheat, fire at the Satis ships till they return fire (I make them invincible then do this so I can more quickly get an idea if it worked).  My changes didnt work....the TERRAN TURRET which comes standard on the Satis, my altered fire and rearm rate, didnt take effect....I even removed the "Big Ship" flag.

The only thing that seemed to work was when I initially changed the ship.tbl, I gave the Vasudan destroyer all lasers, which worked...just the weapons.tbl changes didnt work......and a later test to see if anything worked....I gave the Satis the Morning Star...and it didnt work.
Title: HELP! FS2 .tbl problems
Post by: WMCoolmon on October 13, 2005, 07:47:45 pm
Try using the "same turret cooldown" flag.
Title: HELP! FS2 .tbl problems
Post by: EAD_Agamemnon on October 13, 2005, 07:49:46 pm
I'll try and see if that works...hopefully....

But will I doubt that will solve my problem of the tbl changes not working properly...if at all...
Title: HELP! FS2 .tbl problems
Post by: EAD_Agamemnon on October 13, 2005, 07:55:39 pm
Tried, no effect.

"same turret cooldown" flag ... should I be putting a cooldown number in that?

Even my simple change of the laser bitmap file didnt change....i made it from the FS2 amber color to the TBP R2.0 bitmap for the Heavy Plasma Cannon (better eye candy), and even that didnt take effect.....

bump
Title: HELP! FS2 .tbl problems
Post by: StratComm on October 13, 2005, 10:06:39 pm
No need to bump, we'll get to it.

If the table isn't taking effect, something is taking precedence over it.  Where do you have weapons.tbl stored?
Title: HELP! FS2 .tbl problems
Post by: EAD_Agamemnon on October 13, 2005, 10:30:57 pm
I put the tbls in the tables sub folder

I THINK last time i fixed it I took SPARKY_FS2 and turned it into its individual folders so IT would be out of the way

I just did that and it didnt fix the problem

I have an older tbl that I made (I presume its a backup of the one i made last time I tried modifying the tbls), that I'll try...but I'm not holding out any hopes
Title: HELP! FS2 .tbl problems
Post by: StratComm on October 13, 2005, 10:33:31 pm
Check and see if you've got an errant table floating in either your FS2 root directory or in \data.  Actually, list all of the directories in the FS2 root directory, since there may be something strange there.
Title: HELP! FS2 .tbl problems
Post by: EAD_Agamemnon on October 13, 2005, 10:45:03 pm
i had a backup WEAPONS tbl fin my main directory...took it out and tested it ..... using the TERRAN TURRET WEAK which I plan to use as shp interceptor....well...the rapid fire works now

I used the old backup weapons.tbl I had from one of my previous attempts. However, my change to the laser bitmap didnt take effect though (I looked and ill just hat to change the R,G,B numbers)

Going to test the ships tbl again to see if that works at all
Title: HELP! FS2 .tbl problems
Post by: StratComm on October 13, 2005, 10:51:04 pm
Yep, that's what I figured.  When not using -mod, files outside of a VP in the root directory get full precidence over anything in the subfolders of \data.  The same goes for maps, models, missions, whatever.
Title: HELP! FS2 .tbl problems
Post by: EAD_Agamemnon on October 13, 2005, 10:57:12 pm
maybe thats why my later attempt at weapons effects after finally reinstalling... didnt work right...well the Satis outfit with the modfied TERRAN TURRET WEAK was enough to send me flying backward even at full burn and afterburners...so the problem appears to be fixed...now I just have to fix the laser color
Title: HELP! FS2 .tbl problems
Post by: EAD_Agamemnon on October 13, 2005, 11:12:39 pm
thankyou...
Title: HELP! FS2 .tbl problems
Post by: WMCoolmon on October 14, 2005, 02:35:02 am
Just so you know, the recent CVS builds now contain eXtendable Modular Tables. (XMTs)

So you can just specify the fields you want to change like so:
"data/tables/???-wep.tbm":
Code: [Select]
#Primary Weapons
$Name: Terran Turret
+nocreate
@Laser Color: 0 255 255
#End


You can replace the "???" in the filename with anything you like, the "-wep" is needed to tell fs2_open that the modular table is based off of weapons.tbl. ("-shp" would tell it that the table is based off of ships.tbl)

The "+nocreate" means that FS2_open won't try to make the weapon if it doesn't already exist. Basically if you're just modifying weapons that already exist, and not adding your own, you should use that field.

The benefit to this is that it's much much more compatible; it will work with both mediaVP and non-mediaVP tables, and it's less likely to mess up a mod if you accidentally have them in the same directory. It's also obvious what you've changed from the original weapons.tbl file.
Title: HELP! FS2 .tbl problems
Post by: StratComm on October 14, 2005, 01:18:01 pm
Any particular reason why
Code: [Select]

#Secondary Weapons
$Name: EMP Adv.
+nocreate
$Model File: EMPulse.pof
#End

doesn't work then?
Title: HELP! FS2 .tbl problems
Post by: WMCoolmon on October 14, 2005, 06:08:36 pm
Can't come up with any particular reason off the top of my head. Is it just not seeming to apply, or is it giving some kind of error in debug builds?
Title: HELP! FS2 .tbl problems
Post by: StratComm on October 14, 2005, 09:28:28 pm
Throws an error on the +nocreate flag.  I haven't tried it much, but I was attempting to use a modular table to debug the EMP Adv. missile model.