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	<updated>2026-11-15T10:29:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Iff_defs.tbl&amp;diff=16341</id>
		<title>Iff defs.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Iff_defs.tbl&amp;diff=16341"/>
		<updated>2008-05-27T03:20:29Z</updated>

		<summary type="html">&lt;p&gt;Backslash: /* $Flags: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 1.9.2.5 &lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 1.14 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The IFF (Identification Friend or Foe) table stores data on FS2&#039;s IFF entries. This tables default version (shown as example) is included to the code so &#039;&#039;&#039;iff_defs.tbl&#039;&#039;&#039; is not required unless entries are to be added or changed.&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*IFF_defs table consist of the traitor iff definition and from the actual iff definitions&lt;br /&gt;
*Table begins with #&#039;&#039;&#039;IFFs&#039;&#039;&#039;&lt;br /&gt;
*First the traitor must be defined with &#039;&#039;&#039;$Traitor IFF:&#039;&#039;&#039;&lt;br /&gt;
**This entry is used to define which IFF is used to represent the traitors IFF&lt;br /&gt;
**Value: &#039;&#039;IFF Name&#039;&#039;&lt;br /&gt;
*Different IFFs entries begin with &#039;&#039;&#039;[[iff_defs.tbl#$IFF Name:|$IFF Name:]]&lt;br /&gt;
*Table ends with #&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$IFF Name:==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Colour: or $Color:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the color of the IFF as seen in by default (e.g. in briefing icons).&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Color&#039;&#039;&#039; ), three &#039;&#039;&#039;integers&#039;&#039;&#039;, values from 0 to 255; red, green and blue respectively&lt;br /&gt;
**Example: ( 0, 255, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Attacks:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the IFFs that are attacked by default&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;String&#039;&#039;&#039; ), name of the IFF&lt;br /&gt;
**Example: ( &amp;quot;Friendly&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Sees &#039;&#039;IFF Name&#039;&#039; As:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*IFF can be set to be seen as in different color than what that IFFS default color is. &lt;br /&gt;
*Same IFF may have multiple &#039;&#039;+Sees &#039;&#039;&#039;IFF Name&#039;&#039;&#039; As:&#039;&#039; entries&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;IFF Name&#039;&#039;&#039;&#039;&#039; defines the name of the IFF to have a different color.&lt;br /&gt;
**Example: +Sees &#039;&#039;&#039;Hostile&#039;&#039;&#039; As:&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Color&#039;&#039;&#039; ), three &#039;&#039;&#039;integers&#039;&#039;&#039;, values from 0 to 255; red, green and blue respectively&lt;br /&gt;
**Example: ( 255, 0, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*IFFs can have special flags assigned to them.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039; ), name of the flag&lt;br /&gt;
**Example: ( &amp;quot;support allowed&amp;quot; )&lt;br /&gt;
**List of flags:&lt;br /&gt;
***&#039;&#039;&amp;quot;support allowed&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;exempt from all teams at war&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
***&#039;&#039;&amp;quot;orders hidden&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;orders shown&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;wing name hidden&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Ship Flags:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ships belonging to a particular IFF can have a default set of flags when created in FRED.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039; ), names of the flags&lt;br /&gt;
**Example: ( &amp;quot;cargo-known&amp;quot; )&lt;br /&gt;
**List of possible ship flags:&lt;br /&gt;
***&#039;&#039;&amp;quot;cargo-known&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;ignore-count&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;protect-ship&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;reinforcement&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-shields&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;escort&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;player-start&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-arrival-music&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-arrival-warp&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-departure-warp&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;locked&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;invulnerable&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;hidden-from-sensors&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;scannable&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;kamikaze&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-dynamic&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;red-alert-carry&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;beam-protect-ship&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;guardian&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;special-warp&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;vaporize&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;stealth&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;friendly-stealth-invisible&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;don&#039;t-collide-invisible&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Ship Flags2:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ships belonging to a particular IFF can have a default set of flags when created in FRED.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039; ), names of the flags&lt;br /&gt;
**Example: ( &amp;quot;cargo-known&amp;quot; )&lt;br /&gt;
**List of possible ship flags:&lt;br /&gt;
***&#039;&#039;&amp;quot;primitive-sensors&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-subspace-drive&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;nav-carry-status&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-bank&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;affected-by-gravity&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;toggle-subsystem-scanning&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;targetable-as-bomb&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-builtin-messages&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;primaries-locked&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;secondaries-locked&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;no-death-scream&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;always-death-scream&amp;quot;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&amp;quot;nav-needslink&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#IFFs&lt;br /&gt;
   &lt;br /&gt;
;; Every iff_defs.tbl must contain a Traitor entry.  Traitors attack	&lt;br /&gt;
;; one another (required by the dogfighting code) but it is up to you	&lt;br /&gt;
;; to decide who attacks the traitor or whom else the traitor attacks.	&lt;br /&gt;
$Traitor IFF: Traitor&lt;br /&gt;
   &lt;br /&gt;
;------------------------												&lt;br /&gt;
; Friendly																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Friendly														&lt;br /&gt;
$Color: ( 0, 255, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Hostile&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )						&lt;br /&gt;
$Flags: ( &amp;quot;support allowed&amp;quot; )											&lt;br /&gt;
$Default Ship Flags: ( &amp;quot;cargo-known&amp;quot; )								&lt;br /&gt;
   	&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Hostile																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Hostile													&lt;br /&gt;
$Color: ( 255, 0, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Friendly&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )						&lt;br /&gt;
+Sees Friendly As: ( 255, 0, 0 )										&lt;br /&gt;
+Sees Hostile As: ( 0, 255, 0 )&lt;br /&gt;
&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Neutral																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Neutral														&lt;br /&gt;
$Color: ( 255, 0, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Friendly&amp;quot; &amp;quot;Traitor&amp;quot; )									&lt;br /&gt;
+Sees Friendly As: ( 255, 0, 0 )										&lt;br /&gt;
+Sees Hostile As: ( 0, 255, 0 )											&lt;br /&gt;
+Sees Neutral As: ( 0, 255, 0 )											&lt;br /&gt;
  	&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Unknown																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Unknown														&lt;br /&gt;
$Color: ( 255, 0, 255 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Hostile&amp;quot; )												&lt;br /&gt;
+Sees Neutral As: ( 0, 255, 0 )											&lt;br /&gt;
+Sees Traitor As: ( 0, 255, 0 )											&lt;br /&gt;
$Flags: ( &amp;quot;exempt from all teams at war&amp;quot; )							&lt;br /&gt;
&lt;br /&gt;
;------------------------												&lt;br /&gt;
; Traitor																&lt;br /&gt;
;------------------------												&lt;br /&gt;
$IFF Name: Traitor														&lt;br /&gt;
$Color: ( 255, 0, 0 )													&lt;br /&gt;
$Attacks: ( &amp;quot;Friendly&amp;quot; &amp;quot;Hostile&amp;quot; &amp;quot;Neutral&amp;quot; &amp;quot;Traitor&amp;quot; )			&lt;br /&gt;
+Sees Friendly As: ( 255, 0, 0 )										&lt;br /&gt;
 	&lt;br /&gt;
#End	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Invisible_characters_in_ship_names&amp;diff=15859</id>
		<title>Invisible characters in ship names</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Invisible_characters_in_ship_names&amp;diff=15859"/>
		<updated>2008-04-06T23:13:57Z</updated>

		<summary type="html">&lt;p&gt;Backslash: /* The wonders of invisible characters in names: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The wonders of invisible characters in names:==&lt;br /&gt;
&lt;br /&gt;
One of the handy features of FS2 is that its internal font does not support a lot of the high-ASCII characters, and just has a blank space instead of the actual symbol.  This means that characters like Ã¹, Ã¸, or Â¤ will appear as blank spaces inside of FS2 (but not Fred).  This fact can be exploited to much benefit. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For example, say I want a ship to jump out and then jump back in later in the mission.  Technically this is impossible, since a ship can only be created once in a mission (i.e. once the Aquitane has been created, if he leaves or is destroyed he cannot be created again).  However, it is possible to have the Aquitane jump out of the mission, and then later have the AquitaneÂ¤ jump in.  In reality, the names are different, but to the player they will look identical.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another example is the use of &amp;quot;counter ships&amp;quot;.  Say I want to give the player a directive to scan 7 of 10 cargo containers.  There is no percent-ships-scanned sexp, so if I simply use the is-cargo-known-delay sexp, I will need to make a very complicated event covering every possible combination that would give me 70% scanned containers and 30% unscanned.  But if I use counter ships, my life becomes much much easier:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
First, I place 10 hostile stealth fighters far away from the field of battle, and name them things like Â¤, Ã¿, Ã¾, Ãº, Ã¸, and so on.  Next, I set the departure cue of each one so that it leaves when one of the cargo containers is scanned (i.e. when Cargo 1 is scanned, Â¤ departs, when Cargo 2 is scanned, Ã¿ departs).  Now in the directive I can use the nice and easy percent-ship-departed sexp with all your counter ships listed underneath it as the condition for the sexp returning true.  Meanwhile, because I used high-ASCII characters for names, the ships won&#039;t even appear on the player&#039;s ship list when he presses F3--as far as he knows, they don&#039;t even exist. Remember to check &amp;quot;No Arrival Music&amp;quot; or you&#039;ll have constant battle music playing, even in quiet parts of your mission.&lt;br /&gt;
{{Table37| As of 2008.04.06, you can use the # symbol for this purpose.  This has multiple advantages -- everything after the # is invisible, so you can use more descriptive names, like #cargo1, #cargo2, #cargo3 etc, or Aquitane#round2 for example.  More importantly, if these high-ASCII characters ARE ever implemented in FS2 (which may happen someday to allow Unicode and better support the international fans), the previous method would become visible, whereas the # can now be considered the &#039;proper&#039; way to do it.  After all, ships.tbl and weapons.tbl entries already behave like this. }}&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=15776</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=15776"/>
		<updated>2008-03-30T22:28:25Z</updated>

		<summary type="html">&lt;p&gt;Backslash: Add javelin missile type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.180.2.24&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 4536&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
===General Format===&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
{{Table36| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Title:====&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
=====Example=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Anim:====&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
=====Example=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Defines the rotation acceleration of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Damage Type:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Detonation Radius:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table36| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile maneuvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missile&#039;s centerline. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table36| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Swarm:====&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon_Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Collide Ship:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Ship&amp;quot;, ship that the weapon collided with.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off all damage effects from weapon, as well as weapon being destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Collide Weapon:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Weapon&amp;quot;, other weapon.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off weapon killing types with bombs. If two weapons, weapon &amp;quot;A&amp;quot; (arbitrary) is preferred}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Muzzleflash:====&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent:Freespace.&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Spawn Angle:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 300}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targetting beam that doesn&#039;t seem to have much of an effect on anything. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tileing factor. Second number defines the tileing type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Currently broken&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Transparent:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;DO USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table36| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets spawned &#039;chield&#039; weapons to use parent weapon&#039;s target-}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table36|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=15775</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=15775"/>
		<updated>2008-03-30T22:23:24Z</updated>

		<summary type="html">&lt;p&gt;Backslash: Add javelin missile type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.180.2.24&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 4564&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
===General Format===&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box. If the weapon has an @ symbol in front of it, it means it&#039;s allowed in the demo. It doesn&#039;t really do anything in the retail version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
{{Table36| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Title:====&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
=====Example=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Anim:====&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
=====Example=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Defines the rotation acceleration of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Damage Type:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Detonation Radius:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table36| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile maneuvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missile&#039;s centerline. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table36| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Swarm:====&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon_Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Collide Ship:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Ship&amp;quot;, ship that the weapon collided with.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off all damage effects from weapon, as well as weapon being destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Collide Weapon:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Weapon&amp;quot;, other weapon.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off weapon killing types with bombs. If two weapons, weapon &amp;quot;A&amp;quot; (arbitrary) is preferred}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Muzzleflash:====&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent:Freespace.&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Spawn Angle:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 300}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targetting beam that doesn&#039;t seem to have much of an effect on anything. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tileing factor. Second number defines the tileing type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Currently broken&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Transparent:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;DO USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table36| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets spawned &#039;chield&#039; weapons to use parent weapon&#039;s target-}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table36|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the spped of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=15774</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=15774"/>
		<updated>2008-03-30T20:12:49Z</updated>

		<summary type="html">&lt;p&gt;Backslash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|4565|4565}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*AI_profiles.tbl defines the default AI profile and also any additional global variables that the AI uses. Incorporates some of the materials from the older difficulty.tbl&lt;br /&gt;
*Any option left undefined uses default values.&lt;br /&gt;
*&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039;&lt;br /&gt;
*The additional AI profiles&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==AI Profiles==&lt;br /&gt;
*Defines AI profile global variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Unless the name of the default profile is the same as the name of one the additional AI profiles game defaults to retail AI behaviour. Non-default AI profiles must be selected with [[FRED]] for each mission separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*All multiple options relate to difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma separated values. One value for each of the difficulty level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:=== &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, enables smart shield management (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
   &lt;br /&gt;
$Default Profile:                            FS2 RETAIL&lt;br /&gt;
   &lt;br /&gt;
$Profile Name:                               FS2 RETAIL&lt;br /&gt;
 &lt;br /&gt;
$Player Afterburner Recharge Scale:          5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:              0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:           3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:            0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                           2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:               95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:             100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:              90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:               2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                       2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                     3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                       0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                     2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                     5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:               2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                         3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:               4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:               10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                   3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                   3,    4,    7,    12,   19&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
  &lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=6015</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=6015"/>
		<updated>2006-05-30T05:03:43Z</updated>

		<summary type="html">&lt;p&gt;Backslash: /* SCP Team Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory and prevents the &#039;mirror&#039; effect when used with environment maps.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environemt mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Backslash&amp;diff=5943</id>
		<title>User:Backslash</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Backslash&amp;diff=5943"/>
		<updated>2006-05-21T00:12:38Z</updated>

		<summary type="html">&lt;p&gt;Backslash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As I figure out the whole wiki making thing, I&#039;m going to write things temporarily on my page.&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to write some notes on compiling fs2_open for Windows with Visual Studio 2003 and/or 2005.  Hopefully this will be useful for other people with similar problems, or those who always wanted to try but couldn&#039;t figure it out.&lt;br /&gt;
&lt;br /&gt;
  Really, it&#039;s less complicated than it sounds once you&#039;ve got everything together :-P  PM me on the hard-light forums if you have questions.&lt;br /&gt;
&lt;br /&gt;
I did 2003 first and it was easier.  Yeah, I know, this version is not so widely used.  Well I don&#039;t have a full version of 2005, just the Express Edition.  So, first, Visual Studio 2003:&lt;br /&gt;
&lt;br /&gt;
* At this point, almost all of the needed libraries and stuff are included in the CVS checkout.  This is convenient for us Windows users (but a bit silly for everyone else).  All you need is the Platform SDK, and maybe the DirectX SDK (but that I&#039;m not sure you need all of any more).&lt;br /&gt;
* Once you download the CVS (pending article), open the projects folder.  There you&#039;ll find a MSVC_2003 folder, which has some of what we need, but the project hasn&#039;t been updated in some time.  I&#039;m hoping to get this fixed.&lt;br /&gt;
* For now, the best solution is to copy the project files from the MSVC_6 folder.  Then open the workspace.  It should work right away after a wizarded conversion.  Awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now for Visual C++ 2005 Express Edition:&lt;br /&gt;
&lt;br /&gt;
I dunno if this is the &amp;quot;right&amp;quot; way -- the way I did the dependencies might end up requiring anyone else to whom you give a compiled build needing some extra DLLs.  but eh, it works for me.  (Corrections welcome, please!)  I think it&#039;s gotten easier with some changes they made in the May 15 version of the MSVC_6, so what I did was:&lt;br /&gt;
&lt;br /&gt;
*  make sure my Tools-&amp;gt;Options-&amp;gt;Projects and Solutions-&amp;gt;VC++ Directories properly points to where I have my Platform SDK and DirectX SDK (do this for Include files and Library files at least) &lt;br /&gt;
*  erase what&#039;s in the MSVC_2005 folder&lt;br /&gt;
*  copy the contents of MSVC_6 to MSVC_2005&lt;br /&gt;
*  open the Freespace2.dsw and go through the default conversion steps&lt;br /&gt;
*  switch to Release configuration&lt;br /&gt;
*  in Properties of the Freespace2 project, go to Linker, inside it: Input.&lt;br /&gt;
*  add to Ignore Specific Library: libci.lib&lt;br /&gt;
*  added to Additional Dependencies:  ole32.lib advapi32.lib gdi32.lib user32.lib&lt;br /&gt;
&lt;br /&gt;
And hopefully that should do it.  oh there might be some complaints about an undeclared i variable inside a for loop... change &amp;quot;for (i=0 &amp;quot;... to &amp;quot;for (int i=0 &amp;quot;... but you should be familiar with this sort of thing.&lt;br /&gt;
Ideally, I can later replace the project in the folder on CVS, if it works for more than just me :D&lt;br /&gt;
&lt;br /&gt;
optional (speeds compiling up)&lt;br /&gt;
*  in Properties of the Freespace2 project, go to C/C++&lt;br /&gt;
*  inside Browse Information, change Enable Browse Information to None.  Do this for all the projects: Freespace2, code, Fred2.&lt;br /&gt;
*  inside Code Generation, Enable Minimal Rebuild.&lt;br /&gt;
extra optional (just in case, try compiling first... later mess with this stuff.  and do it to Release not Debug)&lt;br /&gt;
*  inside Optimization, tweak as you like.  I turned on a bunch of optimizations, including &#039;Optimize For Processor&#039; to Pentium 4 and above (/G7).&lt;br /&gt;
*  inside Code Generation, experiment with &#039;Enable Enhanced Instruction Set&#039; depending on your processor.  [me, I have an Athlon XP, which supports SSE but actually runs faster without it if /G7 is on.]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Backslash&amp;diff=5942</id>
		<title>User:Backslash</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Backslash&amp;diff=5942"/>
		<updated>2006-05-21T00:08:52Z</updated>

		<summary type="html">&lt;p&gt;Backslash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As I figure out the whole wiki making thing, I&#039;m going to write things temporarily on my page.&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to write some notes on compiling fs2_open for Windows with Visual Studio 2003 and/or 2005.  Hopefully this will be useful for other people with similar problems, or those who always wanted to try but couldn&#039;t figure it out.&lt;br /&gt;
&lt;br /&gt;
It&#039;s less complicated than it sounds once you&#039;ve got everything together :-P&lt;br /&gt;
&lt;br /&gt;
I did 2003 first and it was easier.  Yeah, I know, this version is not so widely used.  Well I don&#039;t have a full version of 2005, just the Express Edition.&lt;br /&gt;
&lt;br /&gt;
At this point, almost all of the needed libraries and stuff are included in the CVS checkout.  This is convenient for us Windows users (but a bit silly for everyone else).  All you need is the Platform SDK, and maybe the DirectX SDK (but that I&#039;m not sure you need all of any more).&lt;br /&gt;
&lt;br /&gt;
Once you download the CVS (pending article), open the projects folder.  There you&#039;ll find a MSVC_2003 folder, which has a lot of what we need, but the project hasn&#039;t been updated in some time.  I&#039;m hoping to get this fixed.&lt;br /&gt;
&lt;br /&gt;
For now, the solution is to copy the project files from another project folder, such as MSVC_6.  Then open the workspace.  If you&#039;re using 2003, it works right away after a wizarded conversion.  Awesome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now for Visual C++ 2005 Express Edition:&lt;br /&gt;
&lt;br /&gt;
I dunno if this is the &amp;quot;right&amp;quot; way -- the way I did the dependencies might end up requiring anyone else to whom you give a compiled build needing some extra DLLs.  but eh, it works for me.  (Corrections welcome, please!)  I think it&#039;s gotten easier with some changes they made in the May 15 version of the MSVC_6, so what I did was:&lt;br /&gt;
&lt;br /&gt;
*  make sure my Tools-&amp;gt;Options-&amp;gt;Projects and Solutions-&amp;gt;VC++ Directories properly points to where I have my Platform SDK and DirectX SDK (do this for Include files and Library files at least) &lt;br /&gt;
*  erase what&#039;s in the MSVC_2005 folder&lt;br /&gt;
*  copy the contents of MSVC_6 to MSVC_2005&lt;br /&gt;
*  open the Freespace2.dsw and go through the default conversion steps&lt;br /&gt;
*  switch to Release configuration&lt;br /&gt;
*  in Properties of the Freespace2 project, go to Linker, inside it: Input.&lt;br /&gt;
*  add to Ignore Specific Library: libci.lib&lt;br /&gt;
*  added to Additional Dependencies:  ole32.lib advapi32.lib gdi32.lib user32.lib&lt;br /&gt;
&lt;br /&gt;
  And hopefully that should do it.  oh there might be some complaints about an undeclared i variable inside a for loop... change &amp;quot;for (i=0 &amp;quot;... to &amp;quot;for (int i=0 &amp;quot;... but you should be familiar with this sort of thing.&lt;br /&gt;
  Ideally, I can later replace the project in the folder on CVS, if it works for more than just me :D&lt;br /&gt;
&lt;br /&gt;
optional (speeds compiling up)&lt;br /&gt;
*  in Properties of the Freespace2 project, go to C/C++&lt;br /&gt;
*  inside Browse Information, change Enable Browse Information to None.  Do this for all the projects: Freespace2, code, Fred2.&lt;br /&gt;
*  inside Code Generation, Enable Minimal Rebuild.&lt;br /&gt;
extra optional (just in case, try compiling first... later mess with this stuff.  and do it to Release not Debug)&lt;br /&gt;
*  inside Optimization, tweak as you like.  I turned on a bunch of optimizations, including &#039;Optimize For Processor&#039; to Pentium 4 and above (/G7).&lt;br /&gt;
*  inside Code Generation, experiment with &#039;Enable Enhanced Instruction Set&#039; depending on your processor.  [me, I have an Athlon XP, which supports SSE but actually runs faster without it if /G7 is on.]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5867</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5867"/>
		<updated>2006-05-10T07:33:17Z</updated>

		<summary type="html">&lt;p&gt;Backslash: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hud_gauges.tbl  (Originally direct paste from FSDoc 2004.12.19, continuing to clean up.  Please, somebody who knows more about this table, or just Wiki standards, fix my mistakes!)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: The information in this section is how hud_gauges.tbl &#039;&#039;&#039;should&#039;&#039;&#039; work. Some things may not work as this guide says they should; in that case, e-mail me (WMCoolmon) or send me a PM via the Forums.&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. However, it can still be used to add custom gauges equivelant to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in Freespace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of Freespace 2, there is a gauge that tells you your target&#039;s hud strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but is easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in Freespace. They are:&lt;br /&gt;
**Miscellaneous variables&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file. Currently, the only variable here is the number of escort ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges&lt;br /&gt;
***Used to set the attributes of the main HUD gauges, such as the escort list or the shield status display.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Gauges&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous variables==&lt;br /&gt;
*All miscellaneous variables are defined at the top of hud_gauges.tbl. The complete list is as follows:&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships: &amp;lt;integer up to 20&amp;gt;===&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge.&lt;br /&gt;
**Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution. Finally, all tags are &#039;&#039;&#039;additive&#039;&#039;&#039;, so you can define some HUD gauges in a resolution tag and others in another and both will be loaded, provided the tags match up to the current resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  Player Shield, Target Shield, Shield Mini, Afterburner Energy, Weapons Energy, Escort List&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
*it runs, but not entirely sure if all of it is working properly; this is a copy-paste from somewhere else... someone please update&lt;br /&gt;
&lt;br /&gt;
  $Max Escort Ships: 15&lt;br /&gt;
  &lt;br /&gt;
  #Main Gauges&lt;br /&gt;
  $Resolution: (1024 768)&lt;br /&gt;
  $Escort List: (865 330) ;Where the escort list goes.&lt;br /&gt;
    +Image: escort1&lt;br /&gt;
    +Text: Monitoring ;This is incorrect, but how it is in the current build...will be fixed&lt;br /&gt;
  #End&lt;br /&gt;
  &lt;br /&gt;
  #Gauges&lt;br /&gt;
  $Resolution: (1024 768)&lt;br /&gt;
  $Gauge: Escort List&lt;br /&gt;
    $Header Text: (4 1)&lt;br /&gt;
      ;+Text: Monitoring ;This is correct, and how it will be after this build&lt;br /&gt;
    $List: (0 13) ;Where the list starts&lt;br /&gt;
    $Ship: (0 11) ;An individual entry&lt;br /&gt;
      +Image: escort2&lt;br /&gt;
    $Last Ship: (0 11) ;Last entry&lt;br /&gt;
      +Image: escort3&lt;br /&gt;
    $Ship Name: (4 0) ;Where the name goes relative to the entry position&lt;br /&gt;
    $Ship Hull: (116 0) ;Ditto for hull %&lt;br /&gt;
    $Ship Status: (-11 0) ;Ditto for ship status, aka the D that shows up when a ship is disabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5866</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5866"/>
		<updated>2006-05-10T01:05:06Z</updated>

		<summary type="html">&lt;p&gt;Backslash: /* $&amp;lt;Gauge name&amp;gt;: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hud_gauges.tbl  (Originally direct paste from FSDoc 2004.12.19, continuing to clean up.  Please, somebody who knows more about this table, or just Wiki standards, fix my mistakes!)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: The information in this section is how hud_gauges.tbl &#039;&#039;&#039;should&#039;&#039;&#039; work. Some things may not work as this guide says they should; in that case, e-mail me (WMCoolmon) or send me a PM via the Forums.&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. However, it can still be used to add custom gauges equivelant to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in Freespace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of Freespace 2, there is a gauge that tells you your target&#039;s hud strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but is easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in Freespace. They are:&lt;br /&gt;
**Miscellaneous variables&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file. Currently, the only variable here is the number of escort ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges&lt;br /&gt;
***Used to set the attributes of the main HUD gauges, such as the escort list or the shield status display.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Gauges&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous variables==&lt;br /&gt;
*All miscellaneous variables are defined at the top of hud_gauges.tbl. The complete list is as follows:&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships: &amp;lt;integer up to 20&amp;gt;===&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge.&lt;br /&gt;
**Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution. Finally, all tags are &#039;&#039;&#039;additive&#039;&#039;&#039;, so you can define some HUD gauges in a resolution tag and others in another and both will be loaded, provided the tags match up to the current resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  Player Shield, Target Shield, Shield Mini, Afterburner Energy, Weapons Energy, Escort List&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
*not entirely sure if this works, copy-paste from somewhere else... someone please update&lt;br /&gt;
&lt;br /&gt;
  $Max Escort Ships: 15&lt;br /&gt;
  &lt;br /&gt;
  #Main Gauges&lt;br /&gt;
  $Resolution: (1024 768)&lt;br /&gt;
  $Escort List: (865 330) ;Where the escort list goes.&lt;br /&gt;
    +Image: escort1&lt;br /&gt;
    +Text: Monitoring ;This is incorrect, but how it is in the current build...will be fixed&lt;br /&gt;
  #End&lt;br /&gt;
  &lt;br /&gt;
  #Gauges&lt;br /&gt;
  $Resolution: (1024 768)&lt;br /&gt;
  $Escort List&lt;br /&gt;
    $Header Text: (4 1)&lt;br /&gt;
      ;+Text: Monitoring ;This is correct, and how it will be after this build&lt;br /&gt;
    $List: (0 13) ;Where the list starts&lt;br /&gt;
    $Ship: (0 11) ;An individual entry&lt;br /&gt;
      +Image: escort2&lt;br /&gt;
    $Last Ship: (0 11) ;Last entry&lt;br /&gt;
      +Image: escort3&lt;br /&gt;
    $Ship Name: (4 0) ;Where the name goes relative to the entry position&lt;br /&gt;
    $Ship Hull: (116 0) ;Ditto for hull %&lt;br /&gt;
    $Ship Status: (-11 0) ;Ditto for ship status, aka the D that shows up when a ship is disabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5865</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5865"/>
		<updated>2006-05-09T23:47:40Z</updated>

		<summary type="html">&lt;p&gt;Backslash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hud_gauges.tbl  (Originally direct paste from FSDoc 2004.12.19, continuing to clean up.  Please, somebody who knows more about this table, or just Wiki standards, fix my mistakes!)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: The information in this section is how hud_gauges.tbl &#039;&#039;&#039;should&#039;&#039;&#039; work. Some things may not work as this guide says they should; in that case, e-mail me (WMCoolmon) or send me a PM via the Forums.&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. However, it can still be used to add custom gauges equivelant to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in Freespace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of Freespace 2, there is a gauge that tells you your target&#039;s hud strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but is easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in Freespace. They are:&lt;br /&gt;
**Miscellaneous variables&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file. Currently, the only variable here is the number of escort ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges&lt;br /&gt;
***Used to set the attributes of the main HUD gauges, such as the escort list or the shield status display.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Gauges&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous variables==&lt;br /&gt;
*All miscellaneous variables are defined at the top of hud_gauges.tbl. The complete list is as follows:&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships: &amp;lt;integer up to 20&amp;gt;===&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge.&lt;br /&gt;
**Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution. Finally, all tags are &#039;&#039;&#039;additive&#039;&#039;&#039;, so you can define some HUD gauges in a resolution tag and others in another and both will be loaded, provided the tags match up to the current resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
*not entirely sure if this works, copy-paste from somewhere else... someone please update&lt;br /&gt;
&lt;br /&gt;
  $Max Escort Ships: 15&lt;br /&gt;
  &lt;br /&gt;
  #Main Gauges&lt;br /&gt;
  $Resolution: (1024 768)&lt;br /&gt;
  $Escort List: (865 330) ;Where the escort list goes.&lt;br /&gt;
    +Image: escort1&lt;br /&gt;
    +Text: Monitoring ;This is incorrect, but how it is in the current build...will be fixed&lt;br /&gt;
  #End&lt;br /&gt;
  &lt;br /&gt;
  #Gauges&lt;br /&gt;
  $Resolution: (1024 768)&lt;br /&gt;
  $Escort List&lt;br /&gt;
    $Header Text: (4 1)&lt;br /&gt;
      ;+Text: Monitoring ;This is correct, and how it will be after this build&lt;br /&gt;
    $List: (0 13) ;Where the list starts&lt;br /&gt;
    $Ship: (0 11) ;An individual entry&lt;br /&gt;
      +Image: escort2&lt;br /&gt;
    $Last Ship: (0 11) ;Last entry&lt;br /&gt;
      +Image: escort3&lt;br /&gt;
    $Ship Name: (4 0) ;Where the name goes relative to the entry position&lt;br /&gt;
    $Ship Hull: (116 0) ;Ditto for hull %&lt;br /&gt;
    $Ship Status: (-11 0) ;Ditto for ship status, aka the D that shows up when a ship is disabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5741</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5741"/>
		<updated>2006-05-04T03:44:23Z</updated>

		<summary type="html">&lt;p&gt;Backslash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hud_gauges.tbl  (Originally direct paste from FSDoc 2004.12.19, continuing to clean up.  Please, somebody who knows more about this table, or just Wiki standards, fix my mistakes!)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: The information in this section is how hud_gauges.tbl &#039;&#039;&#039;should&#039;&#039;&#039; work. Some things may not work as this guide says they should; in that case, e-mail me (WMCoolmon) or send me a PM via the Forums.&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. However, it can still be used to add custom gauges equivelant to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in Freespace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of Freespace 2, there is a gauge that tells you your target&#039;s hud strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but is easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in Freespace. They are:&lt;br /&gt;
**Miscellaneous variables&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file. Currently, the only variable here is the number of escort ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges&lt;br /&gt;
***Used to set the attributes of the main HUD gauges, such as the escort list or the shield status display.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Gauges&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous variables==&lt;br /&gt;
*All miscellaneous variables are defined at the top of hud_gauges.tbl. The complete list is as follows:&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships: &amp;lt;integer up to 20&amp;gt;===&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge.&lt;br /&gt;
**Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution. Finally, all tags are &#039;&#039;&#039;additive&#039;&#039;&#039;, so you can define some HUD gauges in a resolution tag and others in another and both will be loaded, provided the tags match up to the current resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5740</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=5740"/>
		<updated>2006-05-04T03:35:44Z</updated>

		<summary type="html">&lt;p&gt;Backslash: hud_gauges.tbl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hud_gauges.tbl  (Originally direct paste from FSDoc 2004.12.19, continuing to clean up.  Please, somebody who knows more about this table, or just Wiki standards, fix my mistakes!)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: The information in this section is how hud_gauges.tbl &#039;&#039;&#039;should&#039;&#039;&#039; work. Some things may not work as this guide says they should; in that case, e-mail me (WMCoolmon) or send me a PM via the Forums.&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. However, it can still be used to add custom gauges equivelant to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in Freespace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of Freespace 2, there is a gauge that tells you your target&#039;s hud strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but is easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in Freespace. They are:&lt;br /&gt;
**Miscellaneous variables&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file. Currently, the only variable here is the number of escort ships.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges&lt;br /&gt;
***Used to set the attributes of the main HUD gauges, such as the escort list or the shield status display.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges&lt;br /&gt;
***Used to set individual child gauges&#039; attributes&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Gauges&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous variables==&lt;br /&gt;
*All miscellaneous variables are defined at the top of hud_gauges.tbl. The complete list is as follows:&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships: &amp;lt;integer up to 20&amp;gt;===&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &amp;lt;integer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge.&lt;br /&gt;
**Syntax: &amp;lt;string of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution. Finally, all tags are &#039;&#039;&#039;additive&#039;&#039;&#039;, so you can define some HUD gauges in a resolution tag and others in another and both will be loaded, provided the tags match up to the current resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &amp;lt;string of up to 32 characters&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
*Defines what resolution cooridinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
*Where &amp;lt;Gauge name&amp;gt; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: (&amp;lt;integer&amp;gt; &amp;lt;integer&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the &#039;&#039;&#039;center&#039;&#039;&#039; of the gauge by the given percent. Added onto the original coordinates given for the gauge.&lt;br /&gt;
**Syntax: (&amp;lt;floating-point&amp;gt; &amp;lt;floating-point&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &amp;lt;animation filename of up to 32 characters&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &amp;lt;Text of up to 32 characters, although the limit varies for retail gauges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: &amp;lt;red value from 0-255&amp;gt; &amp;lt;green value from 0-255&amp;gt; &amp;lt;blue value from 0-255&amp;gt;&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User:Backslash&amp;diff=4965</id>
		<title>User:Backslash</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User:Backslash&amp;diff=4965"/>
		<updated>2006-04-15T07:16:48Z</updated>

		<summary type="html">&lt;p&gt;Backslash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As I figure out the whole wiki making thing, I&#039;m going to write things temporarily on my page.&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to write some notes on compiling fs2_open for Windows with Visual Studio 2003.  Hopefully this will be useful for other people with similar problems, or those who always wanted to try but couldn&#039;t figure it out.&lt;br /&gt;
&lt;br /&gt;
It&#039;s less complicated than it sounds once you&#039;ve got everything together :-P&lt;br /&gt;
&lt;br /&gt;
Yeah, I know, this version is not so widely used.  Well I don&#039;t have 2005 yet.  Some of my problems were because 2003 isn&#039;t used by anyone else (or updated).&lt;br /&gt;
&lt;br /&gt;
At this point, almost all of the needed libraries and stuff are included in the CVS checkout.  This is convenient for us Windows users (but a bit silly for everyone else).  All you need is the Platform SDK, and even that I&#039;m not sure you need all of any more.&lt;br /&gt;
&lt;br /&gt;
Once you download the CVS (pending article), open the projects folder.  There you&#039;ll find a MSVC_2003 folder, which has a lot of what we need, but the project hasn&#039;t been updated in some time.  I&#039;m hoping to get this fixed.&lt;br /&gt;
&lt;br /&gt;
Open the solution.  &lt;br /&gt;
&lt;br /&gt;
For now, the solution is to copy the project files from another project folder, such as MSVC_7.&lt;/div&gt;</summary>
		<author><name>Backslash</name></author>
	</entry>
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