Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Wanderer on July 11, 2008, 07:47:39 am

Title: Objecttypes.tbl progress...
Post by: Wanderer on July 11, 2008, 07:47:39 am
So...

Here goes... This is new take on the subject of removal of the hard coded ship types. As i'm not native English speaker or anything nor do i care much about grouping things so perhaps some one else could continue and possibly rename and/or group the entries in some better way (or just keep breaking down the options to even smaller chunks). All i can say of the code atm is that it compiles without errors.

List of added objecttypes.tbl options
Code: [Select]
$Fighters Unleash All Weapons:
$Preferred Target for Bombs:
$Allow Strafe Against This:
$Turrets Count as Attackers:
$Engines Stutter On Death:
$Use Large Ship Sparks:
$No Doppler Effect:
$Engine Noice When Idle:
$Allow Targeting of Turrets:
$Limited EMP Effects:
$Allow Large Target Targeting:
$Do Not Avoid Shockwaves:
$Keep Firing During Deathroll:
$Lethality Ignores Beams From Ship:
$Cause Asteroid Collision Warnings:
$Kamikaze Die on Impact:
$Beams Target Model Directly:
$Allow Beam Culling:
$Allow Checking Cargo:
$Add Class String In Briefings:
$Allow Non-Depletable Cargo:
$Use Non-Centered Warpout:
$Guardian Ship During Warpout:
$Assign Engine Wash By Default:
$Ship Scannable Subsystems by Default:
$No Shockwave Damage Adjustment:
$Do Not Accelerate During Warpout:
$Not Protected When Subsystems Targeted:
$Not Flyable:
$May Use Countermeasures:
$Allow Shield Balancing:
$May Enter Strafing Mode:
$Allow Subsystem Repair By Default:
$Warn Player If This Ship Attacks:
$Do Not Allow Engine Wash:
$No Subsystem Damage From Shockwaves:
$Ship Can Be Vaporized:
$No Notification If Ship Is Disarmed:
$Allow Flyby Sounds:
$Allow Enemy Evade and Break Maneuver:
$Allow Enemy Take Distance Maneuver:
$Allow Enemy Take Distance Maneuver:
$Allow Enemy Break Super Attack Maneuver:
$Allow Evade Missile Maneuver:
$Allow Evade Shockwave Maneuver:
$Self-destruct If Disarmed or Disabled:
$Check Number of Missiles Homing In:
$Destroy AI Ships In Dogfight Missions:
$Allow Wingmen Screams:
$AI Ignore Friendly Lasers:
$Allow Shields Low Checks:
$Include When Counting Number of Enemies:
$Allow Scannable Cargo:
$Allow Pilot Names In Multiplayer:
$Allow Protected Status Be Overriden:
$Has SuperCap Damage Immunity:
$Force Sentrygun AI:
$Considered a Threat:
$Special Warpout Device:
$Center Shockwaves:
$Special Dying Time:
$Use Knossos Type Explosions:
$Use Special Super Cap Collisions:
$Use Special Super Cap Warps:
$Ignore Area Effect Damage:
$Ignore Electronics Damage:
$Will Not Collide:
$Use Neutral Radar Blip Color:
$Do Not Target If Newest:
$Do Not Target As Friendly or Hostile:
$Do Not Use As Observers:
$Not a Valid Target For Orders:
$Allow Goals:
$Use Support Ship AI:
$Use Strikecraft AIt:
$Allow Form Wing Command:
$Allow Support Requests:
$Mark Ship As Bomber:
$Affected by Engine Wash:
$Use Smaller Amount of Sparks:
$Allow Primitive Sensors Option:
$Allow No Jumpdrive Option:
$Allow Affected by Gravity Option:
$Ship Size Index: small OR big OR huge
$CapShip Size Index: minor OR medium OR major
$Subsystem Destruction Sound Index:
$Ship Destruction Sound Index:
$3D Model Rotation Multiplier:
$Max Warpout Angle:

+Nebula LOD scale:

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Title: Re: Objecttypes.tbl progress...
Post by: Wanderer on July 11, 2008, 02:41:25 pm
First suggested spelling and type fixes (from VA)...
Bad version on the left followed by corrected version on the right after '->'.
Fixed versions are not in the diff posted in the first post
Code: [Select]
$Engine Noice When Idle: -> $Engine Noise When Idle:
$Allow Protected Status Be Overriden: -> $Allow Protected Status Be Overridden:

Add... UK English variation for the Maneuver.. That is allow both
$Allow Enemy Evade and Break Maneuver: & $Allow Enemy Evade and Break Manoeuvre:
Title: Re: Objecttypes.tbl progress...
Post by: FUBAR-BDHR on July 11, 2008, 04:16:02 pm
What the heck is engine nocie?
Title: Re: Objecttypes.tbl progress...
Post by: Wanderer on July 11, 2008, 05:07:03 pm
Perhaps i should have been more accurate in the second post....
Title: Re: Objecttypes.tbl progress...
Post by: Bryan See on September 28, 2016, 06:15:43 am
Mr. Wanderer, what of non-ship objects, like interiors, tanks, mechs (as in Strike Suit Zero and BattleTech), believable human characters, IK and bones animation?
Title: Re: Objecttypes.tbl progress...
Post by: The E on September 28, 2016, 06:29:13 am
Mr See, what about paying close attention to the last date someone posted in a thread? You resurrected an 8 year old topic, please make a new thread with any feature requests you might have.