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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: ReeNoiP on January 04, 2010, 04:58:08 am

Title: Table trouble
Post by: ReeNoiP on January 04, 2010, 04:58:08 am
I'm not really good with tables and I have a problem :ick:.

I have two new ships I want added to the techroom. One is not made by me and has it's own .tbm file. I only edited the tech room description. The other is basically just a slightly changed Mjölnir and I made the entry in my ships.tbl file. Both files are placed in /mod/data/tables.

Both ships work fine in-game, the problem is the tech room. The ship with the .tbm file shows up, but every entry after that is gone. I take it has something to do with this: http://www.hard-light.net/wiki/index.php/Modular_Tables (http://www.hard-light.net/wiki/index.php/Modular_Tables), but I can't really understand it.

the .tbm file looks like this:
Code: [Select]
#Ship Classes
$Name:                          GTtca Hestia
$Short name: Shelter
$Species:                       Terran
+Tech Description:
XSTR("The Hestia class carrier was put into service during the early stages of the NTF rebellion, as a more cost effective method of carrying out extended low risk missions, far from normal supply lines. Later in the war it was used for long range recon and long term protection of non combat ships.
While not nearly as powerful in combat as a destroyer, or even a corvette, the Hestia serves it role as carrier well, supplying fighters between missions without engaging in direct combat.
", 3170)
$end_multi_text
$POF file:                      hestia.pof
$Detail distance: (0, 800, 3500, 10000)
$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       2.0
$Max Velocity: 0.0, 0.0, 20.0
$Rotation time: 130.0, 130.0, 100.0
$Rear Velocity: 0.0
$Forward accel: 10.0
$Forward decel: 6.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 260.0
$Expl outer rad: 990.0
$Expl damage: 100.0
$Expl blast: 9000.0
$Expl Propagates: YES
$Shockwave Speed: 380.0
$Shockwave Count: 7
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields:                       0
$Power Output: 80.0
$Max Oclk Speed: 25.0
$Max Weapon Eng: 60.0
$Hitpoints:                     50000
$Flags:                         ( "big damage"  "freighter" "in tech database" )
$AI Class:                      Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time:                     1200
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -800
$Closeup_zoom: 0.5
$Score: 500
$Subsystem:                     turret1,0.833,1.0
        $Default PBanks:                                ( "Terran Turret" )
$Subsystem:                     turret2,0.833,1.0
        $Default PBanks:                                ( "Standard Flak" )
$Subsystem:                     turret3,0.833,1.0
        $Default PBanks:                                ( "Long Range Flak" )
$Subsystem:                     turret4,0.833,1.0
        $Default PBanks:                                ( "Terran Turret" )
$Subsystem:                     turret5,0.833,1.0
        $Default PBanks:                                ( "Terran Turret" )
$Subsystem:                     turret6,0.833,1.0
        $Default PBanks:                                ( "Long Range Flak" )
$Subsystem:                     turret7,0.833,1.0
        $Default SBanks:                                ( "Standard Flak" )
$Subsystem:                     turret8,0.833,1.0
        $Default SBanks:                                ( "Terran Turret" )
$Subsystem:                     turretbase,0.833,1.0
        $Default SBanks:                                ( "Terran Turret" "Terran Turret" )
$Subsystem:                     engine, 5,0.0
$Subsystem:                     engine01, 5,0.0
$Engine Wash: Default300                   
$Subsystem:                     engine02, 5,0.0
$Engine Wash: Default300                   
$Subsystem:                     engine03, 5,0.0
$Engine Wash: Default300                   
$Subsystem:                     engine04, 5,0.0
$Engine Wash: Default300                   
$Subsystem:                     engine05, 5,0.0
$Engine Wash: Default300                   
$Subsystem:                     engine06, 5,0.0
$Engine Wash: Default300                   

$Subsystem:                     communications, 5,0.0
$Subsystem:                     radar, 5,0.0
$Subsystem:                     sensors, 5,0.0
$Subsystem:                     navigation, 5,0.0
$Subsystem:                     weapons, 5,0.0
$Subsystem:                     fighterbay, 5,0.0
#End

and the ships table entry:
Code: [Select]
$Name:                          LRBP Gungnir
$Short name:            Gungnir
$Species:                       Terran
+Type:                          XSTR("Fixed gun emplacement", 3170)
+Maneuverability:       XSTR("Poor", 3171)
+Armor:                         XSTR("Heavy", 3172)
+Manufacturer:          XSTR("GTVA R&D", 3173)
+Description:
XSTR(
"Advanced sentry gun platform.", 3174)
$end_multi_text
+Tech Description:
XSTR("The Gungnir Long Range Beam Platform.", 3141)
$end_multi_text
+Length:          36 m
+Gun Mounts:      2
+Missile Banks:   3

$POF file:                      beamsaberfixed.pof
$Detail distance:       (0, 500, 1200, 3000)
$Show damage:           YES
$Density:                       1
$Damp:                          0.35
$Rotdamp:                       0.55
$Max Velocity:          0.0, 0.0, 0.0
$Rotation time:         100000.0, 100000.0, 100000.0
$Rear Velocity:         0.0
$Forward accel:         0.0
$Forward decel:         0.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        50.0
$Expl outer rad:        100.0
$Expl damage:           25.0
$Expl blast:            2000.0
$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Default PBanks:        ( )
$Default SBanks:        ( )
$SBank Capacity:        ( )
$Shields: 800
$Shield Color: 100 100 255
$Power Output:          4.0
$Max Oclk Speed:        0.0
$Max Weapon Eng:        100.0
$Hitpoints: 2500
$Flags:                      ( "cruiser")
$AI Class:                      Captain
$Afterburner: NO
$Countermeasures:       35
$Scan time:                     2000
$EngineSnd:       127                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -300
$Closeup_zoom:          .3
$Score:             17
$Subsystem:                     turret01,30,1.0
   $Default PBanks:        ( "GungnirBeam" )
$Subsystem:                     grind01a, 30, 8.0
$Subsystem:                     grind02a, 30, -8.0

I just want to add both ships to the tech room.
Title: Re: Table trouble
Post by: The E on January 04, 2010, 05:09:17 am
If you want to have a ship in the tech room from the beginning, you need to add the "in tech database" flag to their $Flags: list. Refer to the wiki's entry on ships.tbl for details.

On another note: If there are entries beginning with XSTR, the number in the brackets should be -1.
Title: Re: Table trouble
Post by: Rodo on January 04, 2010, 05:09:54 am
the problem is the tech room. The ship with the .tbm file shows up, but every entry after that is gone


EDIT: The E's point seems more likely to fix your problem.


Don't understand what you mean with the "every entry after that", you mean one of your ships does not appear in the tech room and the other one does?

I don't know if this is possible or not, but have you checked that the campaign you have selected uses those mods... IIRC you could select which mods to show or not at the beggining of a campaign (from the campaign file), maybe is that?
Title: Re: Table trouble
Post by: ReeNoiP on January 04, 2010, 05:55:03 am
Got it. I just needed that flag.

What I meant was all the shivan entries were gone, but I see they are not initially unlocked either.
Title: Re: Table trouble
Post by: headdie on January 04, 2010, 06:07:25 am
the shivan ships are missing until you encounter them in the main campaign of have played a mod which adds them to the database