Author Topic: Few questions re. ships and weapons tables  (Read 1776 times)

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Offline SeanP

  • 24
Few questions re. ships and weapons tables
1. I've noticed in the controls config and option called glide toggle.  If I interpret this right (alas, I can't find a copy of the manual), toggling this should enable a ship to maintain its original heading while rotating.  Is there a way to enable this for a ship, and what does this entail?

2. In the weapons.tbl, there is a comment next to damage that this could vary with distance.  How would I implement this, such that it peaks a distance from the ship and falls to zero at a farther distance?

Also, I've seen a Species_defn.tbl floating around - this mod doesn't take place in the FS universe, so how would I go about redefining the species list to something more appropriate?  Last time I tried, I editted that file as well as sounds, then came up with an error explaining there was no data for the new species in the icons.tbl - but I couldn't find any species-specific info in there!

Thanks in advance for your assistance!

 

Offline Wanderer

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Re: Few questions re. ships and weapons tables
1. Enabling glide requires small table file editing. See ships.tbl in FSwiki. Insert a line ($Glide: YES) after $Slide decel: xxx line

2. I think it refers to inner and outer radius options that are used to control the 'shockwave' damage caused by explosions.. Inner radius defines the distance up to where the full damage is done and the point where the damage attenuation begins. Outer radius defines the extreme distance where the explosion still actually does anything. See weapons.tbl

Adding new species to the game requires editing of species_defs.tbl, sounds.tbl, icons.tbl and asteroid.tbl. In sounds.tbl the flyby sounds are defined, the icons.tbl is used to defined the icons used for ships in game, you might notice that in normal setting there are three icons of every type in the icons.tbl (Terran, Vasudan, Shivan) so if you want to use more species you will have to make sure that every group has equally many icons as there are species. Same goes for asteroid.tbl... As the debris for different ships is defined there.

See category:tables in FSwiki

edit: some link corrections...
« Last Edit: May 04, 2006, 04:37:59 am by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Few questions re. ships and weapons tables
1. Enabling glide requires small table file editing. See weapons.tbl in FSwiki. Insert a line ($Glide: YES) after $Slide decel: xxx line

Holy ****, when was that added? (if it's what I think it is)

 

Offline Wanderer

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Re: Few questions re. ships and weapons tables
About 6 months ago...

It enables a gliding mode for ships that locks the ships flying direction and lets player to rotate the ship freely while it is gliding along the original vector.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Few questions re. ships and weapons tables
About 6 months ago...

It enables a gliding mode for ships that locks the ships flying direction and lets player to rotate the ship freely while it is gliding along the original vector.

WC addition?

 

Offline karajorma

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    • Karajorma's Freespace FAQ
Re: Few questions re. ships and weapons tables
For BSG IIRC.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline aldo_14

  • Gunnery Control
  • 213
Re: Few questions re. ships and weapons tables
For BSG IIRC.

Ah, that'd have been my second guess.

  

Offline SeanP

  • 24
Re: Few questions re. ships and weapons tables
Thanks for the quick answers!

Now is it just me (or the physics entries I'm hacking together for that matter), or is momentum disregarded when disengaging the glide mode? I.e., I glide, turn 90deg so I'm now facing normal to the direction of travel, and I disengage glide and immediately travel completely in the direction I was facing - no real remnant velocity part from the original heading.