Originally posted by sandwich:
Ok, now things are getting interesting. I'll put together a TBL Flag Database of sorts, but I need you all for the content, as I don't really do MODs. Sooo....
Start by picking out the flag or flags that you know for sure what they do. Give a nice FAQ-worthy description (please use punctuation!!).
Then move on to the next flag(s). For these unsure ones, offer up all your theories and guesses, and eventually we'll get this thing done.
Ships:
no_collide - disallows any ship from colliding with a ship with this tag.
player_ship - allows the player to be able to fly a ship.
default_player_ship - puts an automatic check mark in the ships selection editor.
repair_rearm - marks a ship as having support ship capabilities.
cargo - marks the ship as a cargo container.
fighter - marks the ship as a fighter.
bomber - marks the ship as a bomber.
transport - marks the ship as a transport.
freighter - marks the ship as a freighter.
capital - marks the ship as a destroyer.
supercap - marks the ship as a juggernaught.
drydock - marks the ship as a dry dock installation.
cruiser - marks the ship as a cruiser.
navbuoy - marks the ship as a nav bouy.
sentrygun - marks the ship as a sentry gun.
escapepod - marks the ship as an escape pod.
no type - ?????
ship copy - marks the ship as being copied from another TBL entry.
in tech database - puts the ship in the tech data base.
in tech database multi - ??????
dont collide invisible - disallows any ship from colliding with transparent pieces of a ship.
big damage - disallows any weak weapon from taking down the ship completely.
corvette - marks the ship as a corvette.
gas miner - marks the ship as a gas miner.
awacs - marks the ship as an AWACS.
knossos - marks the ship as a jump gate.
no_fred - disallows the use of this ship in FRED2.
Weapons:
Remote Detonate - (secondary) detonates the missile once the secondary trigger button has been pressed again.
Puncture - does minmal hull damage but more subsystem damage.
Big Ship - only fires at cruisers+.
Huge - only fires at destroyer+.
Bomber+ - only fires at bomber+.
child - disallows the weapon from being armed on any ship.
Bomb - (secondary) marks the current missile as a bomb.
No Dumbfire - (secondary) disallows the ship from firing the missile without an aspect lock.
In tech database - puts the weapon in the tech data base.
Player allowed - allows the player to use the weapon.
Particle Spew - spews particles upon fire.
EMP - (secondary) messes up any ship's sensors within the blast range of the shockwave.
Esuck - drains the ship of it's afterburner, shield, and gun reserves.
Flak - marks the weapon as a flak weapon.
Corkscrew - (secondary) makes the weapon do cork screws until it reaches the target.
Shudder - ?????
lockarm - ?????
beam - (primary) marks the weapon as a beam.
stream - ?????
supercap - only allows the weapon to be fired at a juggernaught.
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Creator of the
Table Edit project.
Amateur ANI creator.
IRC: /server twisted.ma.us.DAL.net /join #DenebVisit
The Deneb System.