Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Thor on September 11, 2002, 02:41:15 pm
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Is there any good guides or tips I need to know/have? Any help would be good.
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Hmm, ship tables.
a). Don't start your own from sractch unless its going to be EXREMELY small. Start with a standard fs2 table.
b). Make sure you know what all (Or most) of the ship flags do.
I can't really think of anything else.
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http://freespace.volitionwatch.com/fs1/mods/guide/WeapMod.shtml
This should give you some insight into table editing, i`ve used it as a guide from time to time... From volitionwatch
cheers:D
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hmmm.. link didn`t work, must be
Not good, well the guide is at the volitionwatch site...Not going to try a link this time sorry.. :confused:
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What do all the flags do?
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For the most part table editing is very self-explanatory due to the numerous comments and stuff in the files. Just play around and experiment; that is the best way to learn in this case.
What do all the flags do?
Which flags do you need to know about?
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I can't remember, but many are perplexing. Such as huge from the weapons tbl or big damage.
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The "huge" flag on a weapon sets it so that the weapon is capable of damaging large ships all the way to zero hull. (the weapons that do not have "huge" can only damage a large ship up to 11% or so) The "big damage" flag is the same thing but used for ships; it tells the game what ships are to considered as large ships and therefore invulnerable to small weapons beyond a certain hull level.
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"huge" is also an AI flag saying that the weapon can be shot at large ships ("transport" and up)
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ship.tbl FLAGS:[/i]
fighter, bomber, cruiser, corvette, capital, installation, gas miner, escape pod, freighter, transport
Effects the AI paths (ie. the way it fights). Plus it tells which icon to use in the breifing.
support
This ship will act as a support ship. If there are more than one support flagged ships in the particular race's ship entries, it will default to the first one that's flagged with support.
dont collide invisible
Self explanitory. You don't collide with any textures that are named invisible.pcx on the particular ship.
player_ship
This ship can be piloted by the player if selected.
default_player_ship
This ship will show up in the tech database without the need for a sexp to unlock it in a campaign.
That's all I can think of for now.
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Thanx, very useful.:D
I already new "dont' collide invisible", as I used it to allow you to enter the fighterbays on the destroyers.