Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Crybertrance on February 10, 2012, 11:40:54 am
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Hey any of you guys have a working table file for the HEC Typhoon by Vengeance (link - http://www.freespacemods.net/download.php?view.667). There is none in the download package. Thanks!
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Why not just make your own? It shouldn't be that hard. Copy a template from an existing ship table entry, or use the one on the Wiki and customize it yourself.
http://www.hard-light.net/wiki/index.php/Ships.tbl
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Why not just make your own? It shouldn't be that hard. Copy a template from an existing ship table entry, or use the one on the Wiki and customize it yourself.
http://www.hard-light.net/wiki/index.php/Ships.tbl
I would have done it (already tried) but the values for the Weapons and such (radii, angles and stuff) just went over my head. Nevertheless, I will try. I was just wondering if someone had it cuz i saw the ship in some pics arround the forum...
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Hmm, I tried, but I keep getting stuck at the subsystem part of the table (especially the turret config) I understand the values and configs to be applied here...
I attached the table so far. BTW i used the Table from the GTSD Anchorage (since that was the only one I had available at hand)
[attachment deleted by a ninja]
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$Name: Typhoon
$Short name: AFrigate
$Species: Terran
+Tech Description:
XSTR("[R$EDACTED]", -1)
$end_multi_text
$POF file: Typhoon_Half.pof
$Detail distance: (0, 2000, 8000, 20000)
$Show damage: YES
$Density: 1.2
$Damp: 0.4
$Rotdamp: 2.4
$Max Velocity: 0.0, 0.0, 150.0
$Rotation time: 100.0, 100.0, 100.0
$Rear Velocity: 0.0
$Forward accel: 6.0
$Forward decel: 3.0
$Slide accel: 0.0
$Slide decel: 0.0
$Warpin Type: Hyperspace
$Warpout Type: Hyperspace
$Expl inner rad: 300.0
$Expl outer rad: 900.0
$Expl damage: 250.0
$Expl blast: 12500.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 4
$Shields: 20000
$Power Output: 100.0
$Max Oclk Speed: 150.0
$Max Weapon Eng: 100.0
$Hitpoints: 16000
$Armor Type: CapshipArmor
$Shield Armor Type: CapshipShields
$Flags: ( "capital" "surface shields" "generate icon" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -1800
$Closeup_zoom: 0.5
$Score: 500
$Subsystem: engine01, 15,0.0
$Engine Wash: Default500
$Subsystem: engine02, 15,0.0
$Engine Wash: Default500
$Subsystem: engine03, 15,0.0
$Engine Wash: Default500
$Subsystem: engine04, 15,0.0
$Engine Wash: Default500
$Subsystem: fighterbay, 7, 0.0
$Subsystem: Navigation, 5, 0.0
$Subsystem: sensors, 5, 0
$Subsystem: weapons, 10, 0
$Subsystem: communication, 5, 0
$Subsystem: turret01,15.0,1.0
$Default PBanks: ( "BFRed" )
$Turret Base RotationSnd: 254
$Turret Gun RotationSnd: 255
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "reset when idle" "target requires fov" )
$animation: triggered
$type: initial
+relative_angle: 80, 0, 0
$Subsystem: turret02,15.0,1.0
$Default PBanks: ( "Railgun" )
$Turret Base RotationSnd: 254
$Turret Gun RotationSnd: 255
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "reset when idle" "Salvo Mode" "target requires fov" )
$animation: triggered
$type: initial
+relative_angle: 80, 0, 0
$Subsystem: turret03,15.0,1.0
$Default PBanks: ( "Railgun" )
$Turret Base RotationSnd: 254
$Turret Gun RotationSnd: 255
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "reset when idle" "Salvo Mode" "target requires fov" )
$animation: triggered
$type: initial
+relative_angle: 80, 180, 0
$Subsystem: turret04,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,90,0
$Subsystem: turret05,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,270,0
$Subsystem: turret06,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,90,0
$Subsystem: turret07,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,270,0
$Subsystem: turret08,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,90,0
$Subsystem: turret09,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,270,0
$Subsystem: turret10,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,270,0
$Subsystem: turret11,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,90,0
$Subsystem: turret12,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,270,0
$Subsystem: turret13,5.0,1.0
$Default PBanks: ( "CIWS" )
$Turret Base RotationSnd: 252
$Turret Gun RotationSnd: 253
$Turret BaseSnd Volume: 1.0
$Turret GunSnd Volume: 1.0
$Turret Reset Delay: 1000
$Flags: ( "check hull" "reset when idle" )
$animation: triggered
$type: initial
+relative_angle: 70,90,0
$Subsystem: turret14,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret15,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret16,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret17,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret18,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret19,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret20,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret21,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret22,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret23,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret24,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret25,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret26,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret27,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret28,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret29,5.0,1.0
$Default PBanks: ( "Heavy Flak" )
$Subsystem: turret30,5.0,1.0
$Default PBanks: ( "HV Beam" )
$Subsystem: turret31,5.0,1.0
$Default PBanks: ( "HV Beam" )
$Subsystem: turret32,5.0,1.0
$Default PBanks: ( "LT Beam" )
$Subsystem: turret33,5.0,1.0
$Default PBanks: ( "LT Beam" )
$Subsystem: turret34,5.0,1.0
$Default PBanks: ( "LT Beam" )
$Subsystem: turret35,5.0,1.0
$Default PBanks: ( "LT Beam" )
Working table. Compare.
WARNING: Goes Fast. Made of Paper. Change values.
I don't get what's so hard.
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I don't get what's so hard.
I was having trouble with the Subsystem (mainly turrets) section of the table. Couldn't figure out which were multipart, etc..
Thanks anyway, ill check it out and post my table after I finish... :D
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Sorry for bringing up and old thread but, where do I find these weapons listed in the table file above?
I am trying to get the ship ingame, which works, but it won't fire. I think becouse I don't have the right weapons. I want it to look like this: http://www.youtube.com/watch?v=eUS4y6BEoAc&feature=fvwrel
If anyone can help me I would appreciate it.
I am a newbie so please don't be to hard on me if this is obvious...
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Weapons from Droid's table are from mod Dimensional Eclipse. Weapons from this video are from Metaldestroyer's modpack and are not released [or they were and I haven't noticed].
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Sorry for bringing up and old thread but, where do I find these weapons listed in the table file above?
I am trying to get the ship ingame, which works, but it won't fire. I think becouse I don't have the right weapons. I want it to look like this: http://www.youtube.com/watch?v=eUS4y6BEoAc&feature=fvwrel
If anyone can help me I would appreciate it.
I am a newbie so please don't be to hard on me if this is obvious...
Weapons in the above table don't actually exist (except BFRed and Heavy Flak), they're just there for reference as to what goes onto what turret.
You should PM Metaldestroyer for his weapons, then change the appropriate references :)
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I feel so bad now for not backing up my data and tables from way back then :sigh:. Even though they'd probably be far worse than anything we have today.
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Thanks for the reply guys. I am currently trying to add the weapons and some sounds to the ship, but I have no Idea what I am doing... :D I am getting overwelmed with codes. I try to make the weapons only availible to the Typhoon Class.
Can you guys help me with this?
Is there a "simple" way to do this or some kind of guideline?
Adding a ship is one thing, placing new weapons is proving more difficult than I thought.
Maybe I can replace the turrets with BSG weapons but that would destroy the feeling of the ship.
It is an destroyer not a Battlestar....
BTW Vengence, I've flown a few circles around the Typhoon and I was very impressed with it. You did a great job.
(Btw I am trying to bring it into Diaspora, which should be similar to FS2)
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You know where it says
$Default PBanks: ( "BFRed" )
Just change whatever is between the brackets to the name of the weapon you want it to have.
If you just make a new weapon in the weapon tables and only mount it on this ship, then it will be only available to the Typhoon, because they're capital ship wepaons which the player can't equip.
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Thanks for the reply Droid.
I just tried that but with no result. I've set up a test mission for this ship (me in a Viper and a light cruiser vs a Typhoon) but the typhoon is just sitting there. I set his initial order to attack any ship.
I've opened in Fred his weapon tab and I can not assign any weapon to the turrets.
What am I doing wrong?/What is going wrong?
#Edit#
Ok I placed some existing weapons in the CIWS turrets.... and I got it to work (Yay). But I want to have Beam weapons and such in the main turrets.
Those weapons are not in game. How do I get them in the right spot (with sounds and everything)....
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I'm no good in FRED though if I recall, in the subsystems section of the ship tables dealing with turrets you provide the details. Do you have PCS2? You should be able to use it to get the turret names and stuff to apply weapons to. As for making weapons all I do is take an existing weapon and modify it to suit the design. Use the Wiki here on Hard-Light to see what new goodies they've added to the table functionality.
Been so long since I've modded FSO so I'm a bit rusty. And I so heartily apologize for not having tables with the Typhoon, I only provided the model and textures because I lost my POFs. I was brazen and foolish enough back then to believe I could just reconstruct them :(.
PS, thanks for the compliment Ghost, I have a better version drawn out with a more sane turret placement :p.
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Thanks for the reply Droid.
I just tried that but with no result. I've set up a test mission for this ship (me in a Viper and a light cruiser vs a Typhoon) but the typhoon is just sitting there. I set his initial order to attack any ship.
I've opened in Fred his weapon tab and I can not assign any weapon to the turrets.
What am I doing wrong?/What is going wrong?
#Edit#
Ok I placed some existing weapons in the CIWS turrets.... and I got it to work (Yay). But I want to have Beam weapons and such in the main turrets.
Those weapons are not in game. How do I get them in the right spot (with sounds and everything)....
Not in FRED.
You have to edit tables.
You also will need to make new weapons.tbl entries for new weapons.
Refer to the stickied modding tutorial thread, tabling section (http://www.hard-light.net/forums/index.php?topic=70249.0). There is a specific tutorial for creating beam-type weapons.
Then you will need to edit the given ships.tbl entry IN THE TABLE, and change the names to the weapons you desire.
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Thanks for the reply.
I am trying to make a beam weapon but when I start the game I get this:
weapons.tbl(line 665):
Error: Required token = [#End] or [$Name:], found [+Type: 4]
in weapon: Typhoon Heavy Beam
.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1.exe! <no symbol>
fs2_open_Diaspora_R1.exe! <no symbol>
fs2_open_Diaspora_R1.exe! <no symbol>
And this is my weapon code:
$Name: Typhoon Heavy Beam
$Model File: none ; t-laser.pof
@Laser Bitmap: laserglow01
@Laser Color: 250, 30, 30
@Laser Length: 0.0
@Laser Head Radius: 1.60
@Laser Tail Radius: 0.60
$Mass: 100.0
$Velocity: 1000.0
$Fire Wait: 5.0
$Damage: 2000
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 60.0
$Energy Consumed: 0.30
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 124
$ImpactSnd: 88
+Weapon Range: 5600
$Flags: ( "Big Ship" "beam" )
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 20.0
+Type: 4
+Life: 3
+Warmup: 500
+Warmdown: 1000
+Radius: 10.0
+PCount: 15
+PRadius: 1.2
+PAngle: 65.0
+PAni: particleexp01
+Miss Factor: 6.0 5.0 4.0 3.0 1.5
+BeamSound: 121
+WarmupSound: 122
+WarmdownSound: 123
+Muzzleglow: thrusterglow01
+Shots: 3
+ShrinkFactor: 0.1
+ShrinkPct: 0.0
$Section:
+Width: 1.0
+Texture: beam-red
+RGBA Inner: 255 255 255 255
+RGBA Outer: 150 150 150 10
+Flicker: 0.1
+Zadd: 2.0
Becouse I do not know how to replace a weapon table file I just copied the one in the vd file and put this code in under primary weapons. Then I placed the .tbl file in data/tables.
What went wrong?
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I'm no good in FRED though if I recall, in the subsystems section of the ship tables dealing with turrets you provide the details. Do you have PCS2? You should be able to use it to get the turret names and stuff to apply weapons to. As for making weapons all I do is take an existing weapon and modify it to suit the design. Use the Wiki here on Hard-Light to see what new goodies they've added to the table functionality.
Been so long since I've modded FSO so I'm a bit rusty. And I so heartily apologize for not having tables with the Typhoon, I only provided the model and textures because I lost my POFs. I was brazen and foolish enough back then to believe I could just reconstruct them :(.
PS, thanks for the compliment Ghost, I have a better version drawn out with a more sane turret placement :p.
Maybe you can take a look at the ball-turret from the WWII bomber B17. Personally I think that looks a bit better than your cylinder-shape CIWS Turrets. Just an Idea
I do not have PCS2. What does it do?
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you're missing
$BeamInfo:
before +Type:
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Thanks, that solved that error.... Just to bring up another.
Now when I open the testmission it says:
Freespace could not find 2 weapon classes.
This can happen if you try to play a mission incompatible with the current mod... etc
Am I missing anything?
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You still have 2 weapons used that are undefined.
Define them, or change them to something else.
(also check spelling)
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Now that is fixed I finally managed to get a beamweapon ingame. Now I have some really cool sounds that go with it but I don't know how to install it. And I don't want to overwrite or break anything.
Does any of you know how to do this or where I should be looking?
Edit:
Nevermind, got it to work with just placing some soundfiles in the sound.tbl....
It really looks very cool now.
Thanks for the help guys, I learned a lot.
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If may ask a question in thread. Is there a .dae file of the Typhoon to import/export to blender? By the way VengenceMkII nice ship.
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Just export a DAE with pcs2 from the POFs if there isn't one.
Never need to ask for a DAE, you can always make one for yourself in 2 clicks.
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Ok now I know. Thanks for the reply.