Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SF-Junky on March 15, 2011, 04:13:55 pm

Title: Question about armor/weapon types
Post by: SF-Junky on March 15, 2011, 04:13:55 pm
If I put a shp.tbm and a wep.tbm in my mod folder in which armor and weapon types are defined for assets which are already in the media VPs will my modular tables override the media VPs or is it possible that a ship as two armor types at the same time?

I ask because I'd like to implement a more complex damage system without overriding the piercing effetcs.
Title: Re: Question about armor/weapon types
Post by: Tomo on March 15, 2011, 04:26:26 pm
Your data will override, as long as the mod.ini calls out the mediavps in the secondary list.

I think this thread belongs in the FreeSpace Modding bit of the board - more people over there who do this a lot.
Title: Re: Question about armor/weapon types
Post by: Dragon on March 15, 2011, 05:15:36 pm
You can keep the piercing effects by copying approbate lines form Mediavps, setting that up isn't difficult if you're good at tabling.