armor.tbl
#Armor Type
$Name: Testing
$Damage Type: Laser
+Calculation: Multiplicative
+Value: 0.001
$Damage Type: Kinetic
+Calculation: Multiplicative
+Value: 1500
#End
GTF Ulysses
$Hitpoints: 180
$Armor Type: Testing
Subach HL-7 (should be no damage)
$Damage: 15
$Damage Type: Laser
Morning Star (should be one hit kill)
$Damage: 7
$Damage Type: Kinetic
Well, you see, you need to apply the Armor to ships in order to get results. Ships don't get an armor class automatically (Because that would be silly), you have to make alterations to ships.tbl or use the set-armor-type sexp in a mission.
Yes.
$Name: GTF Ulysses
$Short name: TFight
$Species: Terran
+Type: XSTR("Space Superiority", 2939)
+Maneuverability: XSTR("Excellent", 2940)
+Armor: XSTR("Light", 2941)
+Manufacturer: XSTR("Triton / Mekhu", 2942)
+Description: XSTR( " ", 2943)
$end_multi_text
+Tech Description:
XSTR("Affectionately nicknamed 'The Bat' by its pilots, the GTF Ulysses is a well-designed craft that has had a far longer useful life than its engineers ever imagined. Developed jointly by Terran and Vasudan contractors, the Ulysses was first deployed near the end of the Great War. Its excellent maneuverability and high top speed give it an agility that pilots love, but at a cost of thin armor and a small secondary weapon loadout. The Ulysses is a better choice for offensive missions than defensive ones.", 2944)
$end_multi_text
+Length: 16 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file: fighter01.pof
$Detail distance: (0, 80, 300, 900)
; $ND: 42 42 244
$Show damage: YES
$Density: 1
$Damp: 0.5 ;was 0.1
$Rotdamp: 0.35
$Max Velocity: 70.0, 70.0, 140.0 ; 0 0 70 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 3.0, 2.6, 5.0
$Rear Velocity: 50.0 ;was 0
$Forward accel: 2.0 ;2.0
$Forward decel: 1.5 ;1.5
$Slide accel: 2.0 ; was 0
$Slide decel: 1.5 ; was 0
;;$Glide: YES
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 15.0
$Expl blast: 1000.0
$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
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser" "Redeemer" "Maul")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$PBank Capacity: ( 400, 400 )
$Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" "Judgment Day" )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 40 ) ;40
$Shields: 380
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 94.0
$Max Weapon Eng: 80.0
$Hitpoints: 180
$Armor Type: Testing
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database" )
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 150.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 50.0
+Aburn Rec Rate: 25.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -22
$Closeup_zoom: 0.5
$Shield_icon: shield-f01
$Ship_icon: iconfighter01
$Ship_anim: ssfighter01
$Ship_overhead: loadfighter01
$Score: 8
$Trail:
+Offset: -7.75 -2.8 0.75
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: 7.75 -2.8 0.75
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Subsystem: communication, 10, 0
$Subsystem: navigation, 10, 0
$Subsystem: weapons, 20, 0
$Subsystem: sensors, 10, 0
$Subsystem: engines, 35, 0
#Armor Type
$Name: Testing
$Damage Type: Laser
+Calculation: Multiplicative
+Value: 0.001
$Damage Type: Kinetic
+Calculation: Multiplicative
+Value: 1500
$Flags: ( "ignore subsystem armor" )
#End
$Name: @Subach HL-7
+Title: XSTR("GTW Subach HL-7", 3243)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", 3244)
$end_multi_text
+Tech Title: XSTR("Subach HL-7", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 0, 0
@Laser Color2: 0, 0, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90
$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.2 ;; in seconds
$Damage: 15
$Damage Type: Laser
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.20 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "player allowed" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
$Name: @Morning Star
+Title: XSTR("GTW ML-70 Morning Star", 3262)
+Description:
XSTR(
"Long-Range Tactical
Kinetic Weapon
", 3263)
$end_multi_text
+Tech Title: XSTR("GTW ML-70 Morning Star", 3264)
+Tech Anim: Tech_GTW_ML-70
+Tech Description:
XSTR(
"The GTW ML-70 Morning Star improves upon the performance of the Flail gun, which was developed during the Great War. The original Flail was too expensive to mass produce, because of its limited usage/effectiveness profile. Recent advances in high-temperature optics enable the main focusing chamber of the Morning Star to produce a much more coherent beam, increasing its range and damage levels. This comes at the expense of somewhat higher energy requirements, however.", 3265)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo3
@Laser Glow: 2_laserglow03
@Laser Color: 120, 120, 30
@Laser Color2: 120, 120, 30
@Laser Length: 3.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 1.5
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 7
$Damage Type: Kinetic
$Armor Factor: 0.5
$Shield Factor: 1.3
$Subsystem Factor: 0.2
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.8 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 78 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "player allowed" "stream")
$Icon: iconflail
$Anim: Flail2
$Impact Explosion: none
I haven't tried setting up a proper mod yet; I hope it won't be too much work to use the mediavps stuff.
Now I just need to figure out a way to test if the AI can use "sliding" or if it can only do forward/back and turning. Being able to thrust up/down or left/right is extremely useful for avoiding enemy fire while taking out turrets but it might be unfair to let the player do it if the computer can't.