OK, this has a helluva lot of changes (none in CVS).
Nebula.tblself-explanatoryScriptingThis includes the current progress of my work on getting Lua in there. To see the valid functions and classes, use the "-output_scripting" command line. This will output, in the same directory as the EXE, an HTML file called "scripting.html" with all the implemented scripting stuff.
In addition, to actually
use them, make a new table called "script.tbl" in the data/tables directoy. The "$Global:" field will create a globally-executed script.
EG:
data/tables/script.tbl$Global: [
grpc.SetColor(255,255,255,255)
grpc.draWString(1,1,getState())
]
Note that this includes depth-checking for the [] symbols, so you should be able to use arrays without any problem (untested)
ShockwavesOoh, this is another fun part. Requested by redmenace for the BSG mod...And totally untested!
Weapons.tbl now has several new variables:
$Damage:
$Damage type:
$Arm time:
$Arm distance:
$Shockwave damage:
$Blast force:
$Inner radius:
$Outer radius:
$Shockwave speed:
$Shockwave rotation:
$Shockwave model:
$Shockwave name:
$Dinky shockwave:
+Shockwave damage:
+Blast force:
+Inner radius:
+Outer radius:
+Shockwave speed:
+Shockwave rotation:
+Shockwave model:
+Shockwave name:
Obviously shockwave rotation is the rotation of the shockwave; shockwave damage is an override for how much damage the shockwave causes.
Dinky shockwave, arm time, and arm distance are all related. The dinky shockwave values will be used if:
1) The weapon is killed by another weapon (eg subach shooting helios), and arm time and arm distance are not specified
2) The weapon is destroyed, either by hitting its target or getting shot down, but arm_time has not elapsed, or the ship that launched it is still alive and within the arm distance
Or to explain it another way...
If arming conditions are specified, the dinky shockwave will be used until both are true. (ie the weapon is armed) If no arming conditions are specified, the dinky shockwave will be used whenever the weapon is shot down.
Hopefully this means there'll be less mods with shields for the sake of protecting ships from bomb explosions.
Last-minute note: Right when the upload finished, I realized that I forgot to copy *all* the shockwave data to the dinky shockwave for backwards compatibility; as a result, I don't think there will be a shockwave if dinky shockwave isn't specified and a bomb is shot down. I'll fix this before CVSing.
http://fs2source.warpcore.org/exes/latest/C10292005.zip