Author Topic: Is there anything wrong with this table?  (Read 2153 times)

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Offline starbug

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Is there anything wrong with this table?
I have created a new  weapons TBM for some Capital ship weapon ideas but whenever i run freespace i get this message



now i have just upgraded from the 3.6.10 to fs2_open_3_6_10_RC2 and i never got that message when running the 3.6.10, Can someone look at the table and tell me if there is anything wrong?

PS all the effects are in the correct folders and i have created my own mod folder for this so i don't screw up the main FS2. I also created new muzzle flashes for the weapons as well.

Here is what is in the tbm

Code: [Select]
#Primary Weapons

$Name:                                  sol Pulse
$Model File: none
@Laser Bitmap: at2glow
@Laser Glow: 2_laserglow04
@Laser Color: 220, 130, 10
@Laser Color2: 240, 80, 10
@Laser Length:       11.0
@Laser Head Radius:  2.0
@Laser Tail Radius:  1.0
$Mass:0.1
$Velocity: 2000.0
$Fire Wait: 1.05
$Damage: 15
$Armor Factor:1.0
$Shield Factor:1.0
$Subsystem Factor: 0.3
$Lifetime: 1.0
$Energy Consumed: 4.0
$Cargo Size:0.0
$Homing: NO
$Swarm:           4
+SwarmWait:          0.35
$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range:2000
$Flags:("stream" "fire down normals")
$Trail:
+Start Width:2.0
+End Width:2.0
+Start Alpha:1.0
+End Alpha: 0.0
+Max Life: 0.1
+Bitmap: flak_trail
$Icon:iconSD4
$Anim:SD4
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 8.0
$Muzzleflash: EABmuzzle
$FOF: 0.75

$Name:                                  @Terran Turret2
$Model File:                    none
@Laser Bitmap:                30mm_main
@Laser Glow:                  capturret_glow
@Laser Color:                 60, 85, 132
@Laser Color2:                23, 39, 72
@Laser Length: 15.0
@Laser Head Radius:  9.90
@Laser Tail Radius:  4.70
$Mass:0.4
$Velocity:275.0
$Fire Wait: 0.3
$Damage:35
$Armor Factor:1.25
$Shield Factor: 0.85
$Subsystem Factor:0.75
$Lifetime:5.0
$Energy Consumed: 0.30
$Cargo Size:0.0
$Homing:NO
$LaunchSnd: 110
$ImpactSnd: 85
+Weapon Range:1375
$Flags: ("Big Ship")
$Icon:icongun03
$Anim:LoadGun02
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$Muzzleflash: terbmuzzle
$FOF: 0.35

$Name:                                  @vasudan Turret
$Model File:                    none
@Laser Bitmap:                  VNPulse
@Laser Glow: capturret_glow
@Laser Color: 162, 250, 0
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius:  4.90
@Laser Tail Radius:  2.70
$Mass:0.4
$Velocity:275.0
$Fire Wait: 0.3
$Damage:35
$Armor Factor:1.25
$Shield Factor: 0.85
$Subsystem Factor:0.75
$Lifetime:5.0
$Energy Consumed: 0.30
$Cargo Size:0.0
$Homing:NO
$LaunchSnd: 110
$ImpactSnd: 85
+Weapon Range:1375
$Flags: ("Big Ship")
$Icon:icongun03
$Anim:LoadGun02
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 10.0
$Muzzleflash: vasbmuzzle
$FOF: 0.35

$Name:                                  @vasudan Huge Turret
$Model File:                    none
@Laser Bitmap:                  VNPulse
@Laser Glow: capturret_glow
@Laser Color: 162, 250, 0
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius:  8.90
@Laser Tail Radius:  4.70
$Mass:0.4
$Velocity:275.0
$Fire Wait: 2.3
$Damage:100
$Armor Factor:1.25
$Shield Factor: 0.85
$Subsystem Factor:0.75
$Lifetime:5.0
$Energy Consumed: 0.30
$Cargo Size:0.0
$Homing:NO
$LaunchSnd: 110
$ImpactSnd: 85
+Weapon Range:1375
$Flags: ("Big Ship")
$Icon:icongun03
$Anim:LoadGun02
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 20.0
$Muzzleflash: vasbmuzzle
$FOF: 0.35


$Name:                                  TerPulse
$Model File:                    none
@Laser Bitmap:                30mm_main
@Laser Glow:                  capturret_glow
@Laser Color:                 60, 85, 132
@Laser Color2:                23, 39, 72
@Laser Length:       33.0
@Laser Head Radius:  24.0
@Laser Tail Radius:  24.0
$Mass:0.1
$Velocity: 1200.0
$Fire Wait: 0.5
$Damage: 20
$Armor Factor:1.3
$Shield Factor:1.0
$Subsystem Factor: 0.3
$Lifetime: 2.0
$Energy Consumed: 4.0
$Cargo Size:0.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 88
+Weapon Range:2400
$Flags:("stream" "fire down normals" "big ship" )
$Trail:
+Start Width:2.0
+End Width:2.0
+Start Alpha:1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: abtrail
$Icon:iconSD4
$Anim:SD4
$Impact Explosion: exp20
$Impact Explosion Radius: 10.0
$Muzzleflash: terbmuzzle
$FOF: 0.75


$Name:                                  STerPulse
$Model File:                    none
@Laser Bitmap:                30mm_main
@Laser Glow:                  capturret_glow
@Laser Color:                 60, 85, 132
@Laser Color2:                23, 39, 72
@Laser Length:       11.0
@Laser Head Radius:  8.0
@Laser Tail Radius:  8.0
$Mass:0.1
$Velocity: 2000.0
$Fire Wait: 1.05
$Damage: 15
$Armor Factor:1.0
$Shield Factor:1.0
$Subsystem Factor: 0.3
$Lifetime: 1.0
$Energy Consumed: 4.0
$Cargo Size:0.0
$Homing: NO
$Swarm:           4
+SwarmWait:          0.35
$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range:2000
$Flags:("stream" "fire down normals" "big ship"  )
$Trail:
+Start Width:2.0
+End Width:2.0
+Start Alpha:1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: abtrail
$Icon:iconSD4
$Anim:SD4
$Impact Explosion: exp20
$Impact Explosion Radius: 10.0
$Muzzleflash: terbmuzzle
$FOF: 0.75

$Name:                                  VasPulse
$Model File:                    none
@Laser Bitmap:                  VNPulse
@Laser Glow: capturret_glow
@Laser Color: 162, 250, 0
@Laser Color2: 20, 150, 20
@Laser Length:       24.0
@Laser Head Radius:  12.0
@Laser Tail Radius:  12.0
$Mass:0.1
$Velocity: 2000.0
$Fire Wait: 1.05
$Damage: 15
$Armor Factor:1.0
$Shield Factor:1.0
$Subsystem Factor: 0.3
$Lifetime: 1.0
$Energy Consumed: 4.0
$Cargo Size:0.0
$Homing: NO
$Swarm:           4
+SwarmWait:          0.35
$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range:2400
$Flags:("stream" "fire down normals" "big ship" )
$Trail:
+Start Width:2.0
+End Width:2.0
+Start Alpha:1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: beam-green2
$Icon:iconSD4
$Anim:SD4
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 12.0
$Muzzleflash: vasbmuzzle
$FOF: 0.75

$Name:                                  SVasPulse
$Model File:                    none
@Laser Bitmap:                  vnpulse
@Laser Glow: capturret_glow
@Laser Color: 162, 250, 0
@Laser Color2: 20, 150, 20
@Laser Length:       11.0
@Laser Head Radius:  8.0
@Laser Tail Radius:  8.0
$Mass:0.1
$Velocity: 2000.0
$Fire Wait: 1.05
$Damage: 15
$Armor Factor:1.0
$Shield Factor:1.0
$Subsystem Factor: 0.3
$Lifetime: 1.0
$Energy Consumed: 4.0
$Cargo Size:0.0
$Homing: NO
$Swarm:           4
+SwarmWait:          0.35
$LaunchSnd: 192
$ImpactSnd: 85
+Weapon Range:2000
$Flags:("stream" "fire down normals" "big ship"  )
$Trail:
+Start Width:2.0
+End Width:2.0
+Start Alpha:1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: beam-green2
$Icon:iconSD4
$Anim:SD4
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 8.0
$Muzzleflash: vasbmuzzle
$FOF: 0.75

$Name:                                  ShiPulse
$Model File:                    none
@Laser Bitmap:                  citra_Bitmap
@Laser Glow: Circe_Impact
@Laser Color:   220, 20, 20
@Laser Color2:   150, 20, 20
@Laser Length:       24.0
@Laser Head Radius:  16.0
@Laser Tail Radius:  16.0
$Mass:0.1
$Velocity: 1200.0
$Fire Wait: 0.1
$Damage: 50
$Armor Factor:1.3
$Shield Factor:1.0
$Subsystem Factor: 0.3
$Lifetime: 2.2
$Energy Consumed: 4.0
$Cargo Size:0.0
$Homing: NO
$LaunchSnd: 114
$ImpactSnd: 163
+Weapon Range:2400
$Flags:("stream" "fire down normals" "big ship" )
$Trail:
+Start Width:2.0
+End Width:2.0
+Start Alpha:1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: alouqua_trail
$Icon:iconSD4
$Anim:SD4
$Impact Explosion: none
$Muzzleflash: ShiBmuzzle
$FOF: 0.75

$Name:                                  SshiPulse
$Model File:                    none
@Laser Bitmap:                  citra_Bitmap
@Laser Glow: circe_Impact
@Laser Color:   220, 20, 20
@Laser Color2:   150, 20, 20
@Laser Length:       11.0
@Laser Head Radius:  8.0
@Laser Tail Radius:  8.0
$Mass:0.1
$Velocity: 2000.0
$Fire Wait: 1.05
$Damage: 15
$Armor Factor:1.0
$Shield Factor:1.0
$Subsystem Factor: 0.3
$Lifetime: 1.0
$Energy Consumed: 4.0
$Cargo Size:0.0
$Homing: NO
$Swarm:           4
+SwarmWait:          0.35
$LaunchSnd: 114
$ImpactSnd: 163
+Weapon Range:2000
$Flags:("stream" "fire down normals" "big ship"  )
$Trail:
+Start Width:2.0
+End Width:2.0
+Start Alpha:1.0
+End Alpha: 0.0
+Max Life: 0.2
+Bitmap: alouqua_trail
$Icon:iconSD4
$Anim:SD4
$Impact Explosion: none
$Muzzleflash: ShiBmuzzle
$FOF: 0.75

$Name:                          AAAv
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color: 255, 200, 67
@Laser Length: 0.0
@Laser Head Radius: 0.60
@Laser Tail Radius: 0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.5             ;; in seconds
$Damage:                        14 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      40.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range: 1500 ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
+Type: 3 ;; 0 - 4 are valid #'s
+Life:   2.5 ;; how long it lasts once the beam is actually firing
+Warmup:   1500 ;; warmup time in ms
+Warmdown: 1200 ;; warmdown time in ms
+Radius:   20.0 ;; muzzle glow radius in meters
+PCount: 12 ;; particles spewed every interval
+PRadius: 1.2 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.5 1.6 1.7 1.8 2.0 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 122 ;; associated warmup sound
+WarmdownSound: 123 ;; associated warmdown sound
+Muzzleglow: beamglow6   ;; muzzle glow bitmap
+Shots: 3 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 2.0 ;; width of the section
+Texture: beam-white3 ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 6.0 ;; width of the section
+Texture: beam-orange2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.2 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 8.0 ;; width of the section
+Texture: beam-orange ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.3 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
;; hehe

$Name:                          STSlash
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color: 0, 255, 54
@Laser Length: 0.0
@Laser Head Radius: 0.30
@Laser Tail Radius: 0.30
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     10.0            ;; in seconds
$Damage:                        350 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      30.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       40.0
$BeamInfo:
+Type: 1 ;; 0 - 4 are valid #'s
+Life:   2.0 ;; how long it lasts once the beam is actually firing
+Warmup:   1500 ;; warmup time in ms
+Warmdown: 1000 ;; warmdown time in ms
+Radius:   80.0 ;; muzzle glow radius in meters
+PCount: 12 ;; particles spewed every interval
+PRadius: 1.9 ;; particle radius
+PAngle: 65.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 2.5 1.875 1.25 0.875 0.5 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 183 ;; associated warmup sound
+WarmdownSound: 187 ;; associated warmdown sound
+Muzzleglow: beamglow4 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 15.0 ;; width of the section
+Texture: beam-orange ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 45.0 ;; width of the section
+Texture: beam-red2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 30.0 ;; width of the section
+Texture: beam-orange2 ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0


$Name: STred
$Model File: none ; laser1-1.pof
@Laser Bitmap:               laserglow01
@Laser Color: 0, 255, 54
; Pale green R 192 G 255 B 200
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass:                          100.0
$Velocity:                      1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     30.0 ;; in seconds
$Damage:                        1200 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      25.0             ;; How long this thing lives
$Energy Consumed:               0.30           ;; Energy used when fired
$Cargo Size:                    0.0           ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124             ;; The sound it makes when fired
$ImpactSnd:                     88               ;; The sound it makes when it hits something
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       60.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life:   4.0 ;; how long it lasts once the beam is actually firing
+Warmup:   3500 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius:   110.0 ;; muzzle glow radius in meters
+PCount: 20 ;; particles spewed every interval
+PRadius: 1.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.0 1.1 1.1 1.7 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 121 ;; the looping beam-firing sound
+WarmupSound: 154 ;; associated warmup sound
+WarmdownSound: 159 ;; associated warmdown sound
+Muzzleglow: beamglow4 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 45 ;; width of the section
+Texture: beam-orange2 ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 50 ;; width of the section
+Texture: beam-red2 ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0
$Section: ;; one section of the beam (you can have up to 5)
+Width: 60.0 ;; width of the section
+Texture: beam-white3 ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 75.0 ;; width of the section
+Texture: beam-red ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.3 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe

#End

#Secondary weapons

$Name: Hound
$Model File:                    SIM-6N.pof
$Mass:                                  100.0
$Velocity:                              370.0
$Fire Wait:                             10.0
$Damage:                                750                                            
$Blast Force:                   100.0
$Inner Radius:                  50.0                                    
$Outer Radius:                  150.0                                    
$Shockwave Speed:               0                                              
$Armor Factor:                  1.0
$Shield Factor:         1.0
$Subsystem Factor:      0.0
$Lifetime:                              35.0
$Energy Consumed:               0.0                                    
$Cargo Size: 25.0                                    
$Homing:                         YES
   +Type:                           ASPECT      
   +Turn Time:                      4.5
   +View Cone:                      360.0
$LaunchSnd:          97                                            
$ImpactSnd:          101                                      
$FlyBySnd:                     -1
$Rearm Rate:                    1.0
+Weapon Range: 4000                                  
$Flags:                                 ( "Huge" "Big Ship" "fire down normals" "particle spew" "bomb" )            
$Icon:                                  iconmissile08
$Anim:                                  LoadMissile06
$Impact Explosion: exp20
$Impact Explosion Radius: 40.0
$Pspew:
+Count:                     1
+Time: 1
+Vel: 0.0
+Radius: 2.5
+Life: 1
+Scale: 0
+Bitmap: ParticleSmoke01

$Name: Eos
$Model File:                    MissileM.pof
$Mass:                                  100.0
$Velocity:                              370.0
$Fire Wait:                             25.0
$Damage:                                1000                                            
$Blast Force:                   100.0
$Inner Radius:                  50.0                                    
$Outer Radius:                  150.0                                    
$Shockwave Speed:               40                                              
$Armor Factor:                  1.0
$Shield Factor:         1.0
$Subsystem Factor:      0.0
$Lifetime:                              35.0
$Energy Consumed:               0.0                                    
$Cargo Size: 25.0                                    
$Homing:                         YES
   +Type:                           ASPECT      
   +Turn Time:                      4.5
   +View Cone:                      360.0
$LaunchSnd:          97                                            
$ImpactSnd:          101                                      
$FlyBySnd:                     -1
$Rearm Rate:                    1.0
+Weapon Range: 4000                                    
$Flags:                                 ("Huge" "Big Ship" "fire down normals" "particle spew" "bomb" )                  
$Icon:                                  iconmissile08
$Anim:                                  LoadMissile06
$Impact Explosion: exp20
$Impact Explosion Radius: 40.0
$Pspew:
+Count:                     1
+Time: 1
+Vel: 0.0
+Radius: 5
+Life: 1
+Scale: 0
+Bitmap: ParticleSmoke01

$Name: Supernova
$Model File:                    MissileL.pof
$Mass:                                  100.0
$Velocity:                              350.0
$Fire Wait:                             30.0
$Damage:                                5000                                            
$Blast Force:                   100.0
$Inner Radius:                  50.0                                    
$Outer Radius:                  120.0                                    
$Shockwave Speed:               40                                              
$Armor Factor:                  1.0
$Shield Factor:         1.0
$Subsystem Factor:      0.0
$Lifetime:                              40.0
$Energy Consumed:               0.0                                    
$Cargo Size: 25.0                                    
$Homing:                         YES
   +Type:                           ASPECT        
   +Turn Time:                      4.5
   +View Cone:                      360.0                                
$Swarm:                          1
$Free Flight Time:               4
$LaunchSnd:                      96
$ImpactSnd:                      88
$FlyBySnd:                       -1
$Rearm Rate:                     0.05
+Weapon Range: 4000  
$Flags:                          ("Huge" "Big Ship" "fire down normals" "particle Spew" "bomb" )                  
$Icon:                                  iconmissile08
$Anim:                                  LoadMissile06
$Impact Explosion: exp20
$Impact Explosion Radius: 40.0
$Pspew:
+Count:                     1
+Time: 1
+Vel: 0.0
+Radius: 5
+Life: 1
+Scale: 0
+Bitmap: ParticleSmoke01

#End
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline The E

  • He's Ebeneezer Goode
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Re: Is there anything wrong with this table?
Use a debug build. That will tell you more or less exactly what is wrong. Remember to run it in windowed mode to catch all error messages.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline starbug

  • 210
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Re: Is there anything wrong with this table?
Aahhh seems it was the fire down normal flag that done it.
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline chief1983

  • Still lacks a custom title
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    • Skype
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    • Fate of the Galaxy
Re: Is there anything wrong with this table?
Also, you might want 3.6.12 RC1 at this point.  And 3.6.10 is newer than 3.6.10 RC2, although you might have been using a 3.6.10 pre-release build.  That's why we skipped to 3.6.12 now instead of calling the new release 3.6.11, hopefully there will be less RC builds floating around than all of the 3.6.10 builds that got created.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline starbug

  • 210
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Re: Is there anything wrong with this table?
Ok i have got my weapons to work fine now i am having a wee problem with a ship, the weapon does not fire from the turret but instead fires from the center of the ship, the particles for the beam charge up forms around the turret but it fires from the centre, as shown in the screenshots here



Now i take it, it has to do with the pof data so, what would i need to do in PCS? i have taken a screen shot of the what it is at the moment for the said turret.



the data in the normal box is
0.000000:0.000000:1.000000
don't know if that is important

If the images are to small i can resize them
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
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Re: Is there anything wrong with this table?
Well that physical detail2 can't be good. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Droid803

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Re: Is there anything wrong with this table?
change the physical to turret01
(´・ω・`)
=============================================================

 

Offline starbug

  • 210
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Re: Is there anything wrong with this table?
Cheers guys, thats me up and away!  :)
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Wanderer

  • Wiki Warrior
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Re: Is there anything wrong with this table?
So the issue got resolved?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline starbug

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Re: Is there anything wrong with this table?
Yeah i fixed the issue, just changed the physical to the proper turret, I have had to do it to alot of the anicent ships from the Anicent Shivan war mod. after playing it i noticed that lot of the ships in that mod seem to have the turrets linked to the detail and not the turret.
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Droid803

  • Trusted poster of legit stuff
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Re: Is there anything wrong with this table?
Yeah i fixed the issue, just changed the physical to the proper turret, I have had to do it to alot of the anicent ships from the Anicent Shivan war mod. after playing it i noticed that lot of the ships in that mod seem to have the turrets linked to the detail and not the turret.

That's strange...
I'll notify FSF.
(´・ω・`)
=============================================================

  
Re: Is there anything wrong with this table?
* FSF blames PCS2
:nervous:

Good catch.