Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Black Wolf on June 19, 2006, 11:02:18 am

Title: ObjectTypes.tbl
Post by: Black Wolf on June 19, 2006, 11:02:18 am
WMCoolmon, or whoever implemented that table, you are a legend. VA started experimenting with it (a useful habit he has :D) and figured out how to make our Aesir Blastboats work. In short he made Big-Guns-In-Front AI just by fiddling with a few table figures, and it's amazing. The Blastboats do what I've always wanted them to do - it's... damn near perfect.

 You guys, particularly whoever implemented this table, deserve an immense pat on the back (as does VA for figuring out what I was far too dense to understand (and still kinda am...))
Title: ObjectTypes.tbl
Post by: Vasudan Admiral on June 19, 2006, 11:19:06 am
You know, that objects table is oh-so-very cool. Not only can we (TI) now get caps to ignore each other and fighters, but WMC just made blastboats/gunships ten times easier to Fred. :D

http://sectorgame.com/ti-file-dump/VasudanAdmiral/Objecttypes.tbl

^If anyones interested, that table will allow you to specify a "Blastboat" flag for a ship - where the "cruiser" or "freighter" would normally go in the ships table. It's basically bomber AI with a capship hull - and it acts as such. Just about the main points about it are it will not broadside, and it can fire using the pilots guns just as a bomber can.
It usually tries to make strafing runs on its target, but it's a bit clumsy and tends to run into things. :\

Also in that table, both ignore commands now work on all capship types. :)

Edit: Changed d/l link.

WMC:  8) :yes:
Title: Re: ObjectTypes.tbl
Post by: Goober5000 on June 19, 2006, 11:36:10 am
This deserves its own thread. :) I know TBP at least would be very interested in this.
Title: Re: ObjectTypes.tbl
Post by: Taristin on September 19, 2006, 03:48:30 pm
Hooray for TI Sharing its Gunship AI!

And hooray for great old thread bumpage!
Title: Re: ObjectTypes.tbl
Post by: EAD_Agamemnon on September 19, 2006, 07:45:58 pm
Nice. Now how to get this to work? I'm using 3.6.7 atm but 3.6.9 wont even startup...and I have the media vp patches.

EDIT: I assume you dont need to FRED to get this to work correct? Just some table tweaking?
Title: Re: ObjectTypes.tbl
Post by: Turey on September 19, 2006, 08:27:45 pm
You don't NEED FRED for anything. Just use notepad.

That being said, I'm a good modeller and a bad texturer, not a FREDer. I'm conscripting my little brother into learning it so that he can make the missions for my campain. :D
Title: Re: ObjectTypes.tbl
Post by: WMCoolmon on September 19, 2006, 08:43:44 pm
Some of the settings may influence FRED settings (eg allowed orders) so if you want to make use of those, you'll have to use a newer FRED build.
Title: Re: ObjectTypes.tbl
Post by: EAD_Agamemnon on September 19, 2006, 09:42:45 pm
Okay, how do I implement this table to work. I'm still a little fuzzy on this point. Do I need 3.6.9 (which absolutely refuses to cooperate with me atm)? At this time, I'm fidgeting around to make the norm FS2 campaign interesting (replacing fighters and bombers with miniature warships and such).
Title: Re: ObjectTypes.tbl
Post by: WMCoolmon on September 19, 2006, 10:16:33 pm
It's been in CVS for a few months, so you should be able to get by with something slightly pre-3.6.9RC.
Title: Re: ObjectTypes.tbl
Post by: Nuke on September 19, 2006, 11:26:44 pm
cool, i didnt know this feature existed. nukemods gonna give it a good using.

do i have to specify the default ship types or does it add to them?
Title: Re: ObjectTypes.tbl
Post by: Wanderer on September 19, 2006, 11:40:51 pm
From... http://www.hard-light.net/wiki/index.php/Objecttypes.tbl (http://www.hard-light.net/wiki/index.php/Objecttypes.tbl)

Note that objecttypes.tbl is fully XMT-compliant, with the suffix *-obt.tbm. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)